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NUMBER 23 



$150 



*rT 




nTSIKCEGNCIt 

MfiY-JCINE. No. 23. 1979 



IN THIS ISSUE 

5 INVASION OF THE AIR EATERS * Keith Gross 

Designer's intro & Multi-player scenario 

10 ICE OGRE * Timothy C. & Lynn Wiedel 

Ogre meets Ice War 

13 PRIMAL MAN, PRIMAL WAR * Glenn L. Williams 

A Sticks & Stones Expansion 

19 SOLDIER IN THE SKY * Allen Varney 

A short story 

21 STARF/GHTER * Tony Watson 

A review 

22 KNOW THYSELF * Brian McCue 

A personal evaluation system for ITL 

23 GUNSHIP 2000 * Nevin J. Templin 

Miniature review 

23 A TTRIBUTES OF THE DER YNI * Neil I E. Frizzell 

More on the Deryni 

23 QUAZAR * W. G. Armintrout 

A review 

26 VIKINGS IN MEL EE * Ronald Pehr 

Fitting Norsemen into TFT 

27 THE VALDE * Ronald Pehr 

More Characters for TFT 

28 THE HA R VEST * J. S. Robison 

A short, short story 



DEPARTMENTS 

WHERE WE'RE GOING 3 

NEWS & PLUGS < 3 

LETTERS 30 




ART IN THIS ISSUE 

Robert Manns 12,21,28, cover 

Mitch O'Connell 2,22,23,25 

Doug Potter 5,6,7,9 

Paul Jaquays 13, 17 

Brian Wagner 18 

Larry Beasley 20 

Eric Hotz 26 

Dianne Galanti 27 

Ken Mitchroney 30 



13 
■to'e'l V'"/ 

} V5 



C. Ben Ostrander 

editor 

Howard Thompson 

publisher 

Karol Sandberg 
Donna Baker 

copy editors 

Steve Jackson 

contributing editor 

Robert Taylor 

news editor 

Kim Faike 
Vicki Fischer 

subscriptions 



THE SPACE GAMER is published bi-monthly 
by Metagaming. 3100- A Industrial Terrace, 
Austin, TX 78759. SUBSCRIPTION information, 
changes of address, orders, etc., to Metagaming, 
P.O. Box 15346, Austin, TX 78761. All material 
copyright © 1979 by THE SPACE GAMER. 
All rights reserved for material accepted for publi- 
cation unless Initially specified and agreed other- 
wise. News Items end product announcements 
subject to editorial whim. SUBSCRIPTIONS: 
six issues, $8; twelve issues, SI 5. Base rate for 
unsolicited manuscripts is one cent per word; they 
must be typed, double spaced, and contain return 
postage. Base rate for art is S20 per average 
page size; interior art should be black ink on heavy 
white paper. Application to mail at second-class 
rates Is pending at Austin, Texas. 



A PROBLEM OF QUALITY 

Gamer's have their gripes about game pub- 
lishers. As consumers you want what you want 
as you want it. It's your- money to spend, so 
that's your right. You'll always want more and 
better for less money. I want the same when I 
buy something too. 

But, as a game publisher, I've got a gripe 
about gamers. While gamers generally are a 
griping lot, they are just as generally not very 
discriminating when it comes to buying. There 
are well designed games on the market. There 
are also a lot of so-so and turkey games out 
looking for your dollars. It gripes me to see 
mediocre and poor games sell well and rate 
high on feedback results. My gripe is that many 
gamers show little awareness of what makes a 
good game. 

I know gamers who will buy anything, no 
matter how bad, that is fantasy role playing. 
They love fantasy role playing and try to use 
the junk with the good. They buy shoddy rules, 
endless lists of dumb monsters and any other 
trivial crud. There are WWI I armor battle buffs, 
Napoleonic buffs, and others who do the same. 
They buy anything even close to their favorite 
type of game. 

Such undiscriminating purchases encourage 
shoddy products. What incentive is there to 
do carefully crafted game systems if garbage 
sells almost as well as masterpieces? 

As a compulsive perfectionist, I'd like to 
publish nothing but quality designs. I'd like to 
have a big selection of fun, playable, balanced 
games covering a lot of interest areas. But, it 
takes time and money to do it right. A good 
game can't be slapped together and dumped on 
the market. A sloppy rush in design makes a 
sloppy game in play. 

It takes little time to examine a game before 
you buy it. There is no excuse for buying games 
just because they happen to be of the general 
type you like. Most gamers buy more games 
then they can ever play anyway. Taking some 
extra time to buy for quality gets you more for 
your money. Why not buy a game as carefully 
as you buy anything else? 

Maybe that is the problem. Modern con- 
sumer America buys everything carelessly. May- 
be a game is such a trivial purchase that getting 
only one good game in three is acceptable to 
most gamers. 

Yet, most gamers wouldn't buy a $30.00 
gamel If you'd buy three $10.00 games and 
accept that only one might be good and play- 
able, why not buy one good $30.00 game? Well, 
the answer is that you don't know it's good 
before you buy it. Game ratings aren't too 
much help either. 

The only way to intelligently buy a game 
is to open it up and read as much of the rules 
as you can before you buy. The packaging, art, 
and components are only window dressing. A 
crummy game can look perfectly beautiful, and 
vice versa. The rules are the measure of the 
game. If the rules read well in the store, if you 
don't read many flaky terms and can find an- 
swers to questions, then the game is likely to 
hold up in play. If the rules are confused, then 
the designers were confused, and you'll be too. 

Be more picky, that's my gripe. Ask hard 
questions about the rules and see if you can dig 




Wp Wp'to C^oin <j 



up the answer in the store before you've spent 
money. The answer isn't with sales people 
either. The answer is in the rules where you'll 
have to find it later on your own. 

If you get picky enough, publishers will 
soon notice the junk has stopped selling. 
Then, they'll either learn to put out good games 
or go out of business. 

A CASE IN POINT 

Some in the industry occasionally make un- 
flattering remarks about Metagaming not being 
able to produce big games. The MicroGames are 
portrayed as not serious efforts for serious 
gamers. The more I look at what others are 
publishing as $10.00+ boxed games, the more 
unfair such characterizations seem. 

The $2.95 MicroGame is an expensive, 
well-designed $10.00 game in a $2.95 package. 
MicroGames often offer more fun and better 
design than the $10.00 boxed games which, 
theoretically, shouldn't compete with Micro- 
Games. A game like INVASION OF THE AIR 
EATERS or BLACK HOLE is comparable in 
every way to the average $10.00 boxed game, 
except for cost of components. 

When you compare a MicroGame with the 
expensive game, you first see the price differ- 
ence. Second, the "quality" of the components 
differ. I believe the quality of design is in favor 
of the MicroGame. When you are forced to 
make everything fit a small package you tend to 
get rid of frills and get to the meat of the game. 
We've become expert in cramming a lot into 
small, cheap packages. 

Our philosophy now is to put games that 
can fit into the Micro package into MicroGame 
format. A game like STELLAR CONQUEST, 
GODSFIRE, or THE FANTASY TRIP: In The 
Labyrinth have to go into larger formats be- 
cause of the nature of the game. At some future 
date we may publish "tournament" editions of 
the more popular MicroGames in boxed format 
with more durable components. The "cheap" 
Micro and "expensive" boxed versions will both 
be marketed actively so the gamer can choose 
what he wants. The avid OGRE buff will have 
the opportunity to buy a durable or inexpen- 
sive version of the game. 

So, don't be fooled by those who put down 
MicroGames. Compare design quality for your- 
self and realize that an inexpensive game will 
have inexpensive components. Compared on 
this basis, you may be in for a surprise. 

SPACE CAPSULES 

The first direct competition for the Micro- 
Games is out in the form of Simulation Pub- 
lication Incorporated's Space Capsules. They 
are similar to the Micros except for a 5'A x 8JS 
dimension and a $3.95 price. Counters are full 
die-cut and SPI standard thickness. The rules 
length average a bit less than a Micro. They 
follow the usual SPI pattern of having charts 
on separate sheets. 



I've examined The Creature That Ate 
Sheboygan and Vector 3. The design quality 
seems to be about SPI average, though you 
should make up your own mind. SPI apparently 
also plans to come out with historical capsules 
in the form of reformatted folio games. 

Howard Barasch, formerly with SPI, told an 
acquaintance in January that the Space Cap- 
sules would put Metagaming out of business. 
Since Howie was two weeks away from start- 
ing with Heritage Models in Dallas, he can be 
forgiven exaggeration. Brent Nosworthy, also 
formerly with SPI, seemed more concerned 
with Micro packaging competition. He took 
home some samples from the St. Louis hobby 
show. 

Competition is good and the MicroGames are 
sure to attract more imitators. It will make us 
more eager than ever to publish fun, quality 
designs. No one is going to put anybody out of 
business, either. In wargaming, you go out on 
your own goofs, not from competition. 

If Space Capsules are more fun than Micro- 
Games, they'll sell more copies. If not, they 
won't. Gamers will decide what they like best. 
SPI will no doubt put out small games as a 
regular part of their product line for years to 
come. The only worry they'll have, and one 
hard to measure, is how many big game sales 
they'll lose because of their own cheap compe- 
tition. 



BOXES 



BOXES 



As this is written, another supplier for boxes 
and counters has been located and a new order 
placed for STELLAR CONQUEST and GODS- 
FIRE. If this works out, THE FANTASY TRIP: 
In The Labyrinth will not be hurt at all. If we 
get another botch job, who knows? Yes, Steve 
Jackson is still slogging away at TFT:ITL. I 
sent a double-spaced draft off to someone 
yesterday and was amazed to see that it was a 
stack of paper over three inches thick. That was 
only a fourth, or was it fifth ....draft copy, too. 

TFT:ITL is going to be good, yeah, I know 
you're tired of hearing it. It won't be a perfect 
game, nothing is. But, it will be a step ahead of 
everything else. You may not give up your 
other fantasy gaming for TFT; but, you owe it 
to yourself to see what you're missing. And 
please, read the rules before you buy it, as per 
my previous gripe, I know it will hold up. 
Maybe I'm so tired of people asking about 
TFT:ITL I just want to rub noses in how good 
it is. 

. . . Howard Thompson 



JlcgWr. 



A Chilling Threat. 




ICE WAR is the ninth of the popular Microgames. Like other 
Microgames ICE WAR is easy to learn, fast playing and fun. 
ICE WAR is typical of classical military raids. Players rely on 
speed, confusion and hidden movement for success. The action 
is so fast and enjoyable you'll want to play again and again. It's 
the ideal game for novices or some lunch break fun. 

ICE WAR simulates the Eurasian Socialist Alliance's trans- 
polar raid of 2007. The Third World War is deadlocked and 
the ESA is trying for a knockout of the last western oil at 
Prudhoe Bay. 

The U.S.A. player must locate the ESA strike force, protect 
the oil field and hold on until reinforced. The ESA player must 
strike quickly with a special force of sled vehicles, hovercraft, 
infantry and other units. U.S.A. satellite dominance plays a 
crucial role in victory. 

Components include 24 page rules booklet, 135 unit 
counters and an 8%" by 14" map of the Prudhoe area. 
ICE WAR is S2.95 at your hobby shop or from Metagaming. 
Subscribers to The Space Gamer may order direct for $2.50. 



A\ICRDGAM£ 9 



The Strangest Artifact ever. 



BLACK HOLE is a unique game of speed, action and con- 
fusion. The strangest alien artifact ever has entered the solar 
system. A lone deep space miner has discovered an asteriod 
shaped like a donut with a black hole in the center. There is an 
immediate rush by the mining cartels to capture what may be 
man's key to the stars. 

BLACK HOLE plays fast. Space combat units land on the 
asteroid with laser and projectile weapons. But, in the low 
gravity of a small body all projectiles go into orbit. Your own 
missile can whiz around and hit you in the back! Units trying 
to jump across the donut can end in a blaze of x-rays if they 
miss and hit the black hole. 

Game components include an 8%" by 21" map of Dunkin, 
a 24 page rules booklet and 135 play counters. BLACK HOLE 
is available for $2.95 from your hobby shop or direct from 
Metagaming. Subscribers to The Space Gamer may order 
direct for $2.50. 




METAGAMING 

Box 15346, Austin, TX 78761 



INVASION 

of the 

AIR-EATERS 




DESIGNER'S INTRODUCTION & 
MULTI-PLAYER SCENARIO 

by 

Keith Gross 



One of the oldest and most popular areas in 
SF literature and movies has been totally 
ignored in SF gaming. To my knowledge, no- 
body has ever done a wargame about an alien 
invasion of Earth. INVASION OF THE AIR 
EATERS is an attempt to fill this gap. 

The first problem to be solved is determina- 
tion of the Aliens' goal and their method of 
reaching this goal. Simple extermination of 
the human race, as a goal in itself, would not 
work very well. In the first place, any race 
capable of reaching the Earth from another star 
system would probably be capable of destroy- 
ing the Earth from space. This would make a 
very short, dull game. If the Aliens did try to 
exterminate the human race on the ground, 
they would require vast numbers of weapons. 
Even leveling off the world's present population 
growth by killing people a few at a time with 
"heat rays" or something similar would be a 
prodigious undertaking. A goal of conquering 
the human race for use as slaves is even less 
likely. An Alien bureaucracy capable of 
governing two and a half billion terrans is 
almost inconceiveable. The food-gathering 
motive also has a problem. Aliens that would 
want humans (but not beef cattle, which they 
could get through trade) are unlikely, because 
it would require the aliens to have a biochemis- 
try and metabolism identical to Terran animal 
life. 



The Aliens in INVASION OF THE AIR 
EATERS want the planet itself, and have no 
interest at all in the people on it. Their goal 
is to convert Earth's atmosphere into sulfur 
dioxide, which they breathe. To protect the 
atmospheric converter units from the Terrans, 
the Aliens have crawlers armed with disinte- 
grator beams. Alien bases can teleport things 
to other bases, and also produce new units 
from transporter-beam holograms. Landers 
transport units down from the Mothership, 
which is in orbit around the Earth. All of the 
Alien units, except the landers, have force 
fields, which the Terran armies and submarines 
have only a small chance of penetrating. 

The background for most of the game 
isn't too original. The Aliens and their equip- 
ment are like those in much early science 
fiction. The transporter beams are borrowed 
from STAR TREK, though, like Larry Niven's 
teleporters, they need both transmitters and 
receivers. The optional rules for the landing 
of the Mothership were inspired by CLOSE 
ENCOUNTERS of the THIRD KIND. 

However, the game is somewhat of a depar- 
ture from previous wargames. AIR EATERS 
is a grand-strategic level MicroGame. This is 
an opposite of tactical-level monster games, 
such as TERRIBLE SWIFT SWORD or HIGH- 
WAY to the REICH. Large grand-tactical 
games have room for nuts-and-bolts details such 



as ammunition type, capabilities of individual 
officers down to colonels, and elaborate morale 
rules. A small game on a very large scale must 
leave out a great deal. To keep the game man- 
ageable, only things which matter on a global 
scale can be included. 

The map hexes are 2000 km across near 
the equator. However, the map is an equatorial 
projection, which means a much smaller scale 
near the poles. This works out well, since 
movement would be slower in polar regions. 
Each Industrial Unit on the map is based on 
100 billion GNP. If several countries are in the 
same hex, their GNPs are added together to 
determine how many I Us go in the hex. Oil 
units (which are listed in the Advanced Game 
rules rather than printed on the map) were 
determined by averaging each nation's percen- 
tage of the world's oil production and its per- 
centage of the world's proven oil reserves. 
Slight modifications are made to allow for the 
fact that the game starts in 1983. No land 
terrain is included, because very few geo- 
graphic features would affect movement on 
this scale. The Andes and Himalayas should 
block land movement, but, because of their 
locations, their effect on the game would be 
negligable. Even the Black Sea has no effect 
on land movement: it's there, but is doesn't 
quite fit into a hexside. 

In many wargames, the size of each side's 



units reflects the technological level of that 
side. For example, in PANZERBLITZ German 
tanks are in platoons and Russian tanks are in 
companies. This is to simulate superior German 
fire control and crew training. In SPI's GO- 
LAN, Israeli forces are organized into battalions 
and Syrian forces are in brigades. INVASION 
of the AIR EATERS takes this practice to its 
extreme: individual vehicles against armies. 

The armies each represent about 3000 
tanks, 300,000 to 800,000 troops, several 
thousand pieces of artillery, and about 2000 
combat aircraft. In determining army set-ups, 
tanks and artillery are given the most weight, 
since they would be able to deliver more tons 
of heavy explosives against relatively stationary 
targets over a longer period of time that either 
infantry or airpower. Thus, the Soviet Union 
has four armies initially, while China has only 
one. One of the 14 armies in the initial forces 
is a combination of Egypt's and Israel's armies, 
and another is the combined Iranian, Iraq, and 
Syrian armies. This is because none of the indi- 
vidual nations armies are large enough by 
themselves, and also because these countries 
are in the same hexes. For similar reasons, 
Yugoslavia's army is incorporated into the 
Soviet army in its hex and its production is 
combined with the Soviet army in its hex and 
its production is combined with the Soviet 
Union's. I realize these combinations ignore 
present political realities. 

The Game-Turn sequence is different than 
most games. Rather a conventional move-fire- 
move-fire sequence, first, both players move: 
then both players fire. Movement is generally 
in order of fastest units last. Thus, fast units 
can react to the movement of slow units. 
Transporter-beam movement, the fastest type 
of all, occurs at both the beginning and end 
of movement. This allows the Aliens great 
flexibility of movement. A full understanding 
of the movement sequence by the Alien player 
is crucial for an Alien victory. 

Because of the vast size of the hexes, 
stacking is unlimited. Units not only do not 



exert zones of control, but don't even slowi 
down enemy movement through their own hex. 
However, because of the small size of the Alien 
units, only two Terran armies in a hex may 
attack. Because of limitations of mineral 
resources (and also for play balance), only 
one base and atmospheric converter in a hex 
may function. 

The combat system is very simple and does 
not use combat factors or odds ratios. Aliens 
always fire first, to simulate the greater range 
of their weapons. 

The space combat CRT will probably bother 
some gamers, because armed Terran space 
shuttles have a chance of destroying a starship. 
However, the Mothership is not a battleship, 
but rather is built for colonization. Escorts 
are not battleships, either; they are small 
craft built on board another ship. However, 
one can still assume the Alien spaceships have 
enough protection to keep them from being 
harmed by ground-based lasers. 

The naval system is probably the weakest 
aspect of the game. The major difficulty is the 
scale of the map, coupled with the fact that 
Alien units in hexes containing both land and 
sea are considered to be on land. Subs cannot 
attack Alien units in such hexes. This rule, 
unfortunately, prevents subs from operating 
in the Mediterranean Sea. The optional rule for 
submarine transit attacks helps this problem a 
bit. A second abstraction is that attack subs 
are grouped together into fleets, even though in 
'real life', subs no longer operate in 'wolfpacks'. 
This is for simplicity, and because such tactics 
might be more effective against relatively 
stationary targets. Another simplification is 
that subs have unlimited movement; they 
should be limited to 25 hexes or so. Surface 
fleets are absent from the game because the\ 
would have no function. The Aliens have no 
units on the surface of the sea. Rules allowing 
fleets to attack units in "coastal" hexes would 
be unrealistic, because this would allow de- 
stroyers to shell the Swiss Alps. Aircraft 
carriers have negligable firepower compared to 




the armies in the game. Attacks against under- 
water targets by surface fleets are possible, but 
Alien technology to prevent this can also be 
assumed. Ballistic missiles launched from subs 
are abstracted as part of the nuclear rules. 

A very important feature of the game is 
Terran Research and Development of new 
weapons. The Terrans can improve their sub 
fleets, build laser batteries and later disinte- 
grator batteries, protect their laser and disinte- 
grator batteries with force fields, develop early 
or advanced types of space units to attack the 
Mothership, and re-convert their atmosphere. 
Several systems were tried for research. The 
present rules incorporate knowledge about 
Alien technology, research costs, and luck. 
A basic assumption is that human engineers 
would be able to imitate technology five 
centuries in advance of Earth's, in the same way 
that the Allies and Germans learned from each 
other's fighter aircraft designs in World War I, 
or the Germans imitated features of Russian 
T34 tanks in World War II. This assumption, 
like many in the game, is open to question, but 
no evidence can be presented to support or 
dispute it. 

By far the most important Advanced Game 
rule, in terms of effect on play, is the Nuclear 
Attacks rule. This allows the Terrans to de- 
stroy Alien units at a cost of Industrial Units 
lost to nuclear fallout. Industrial Units are lost 
even when attacks are made in polar regions, 
because these would produce flooding due to 
melted polar ice. Terran units can be in the 
same hex as an Alien unit that is undergoing a 
nuclear attack because the game has large 
hexes and long turns. 

The rule for oil is a more elaborate version 
of the rule in SPI's WORLD WAR III, one of 
the few previous games to use a map of the 
entire world. The oil rules add a few possibi- 
lities to the Aliens' strategies, but they also 
add more to the playing time than any of the 
other Advanced Game rules. 

In the Advanced Game, Terran armies 
cannot be transported directly to the interior 
of Antarctica, simulating the time needed to 
produce large amounts of special equipment 
as well as the lack of transportation in Antarc- 
tica. Alien bases produce slower because of 
lower thermal energy. 

The political rules prohibit armies from 
entering industrialized areas of hostile nations. 
For reasons of play balance, the rules do not 
apply to non-industrialized areas. The Aliens 
can win rather easily by massing their forces 
in China if only the Chinese army can defend 
there. 

The other Advanced Game rules are self- 
explanatory. 

The Basic Game is very easy to learn be- 
cause of the simple movement and combat 
system. (The Game-Turn sequence is a bit 
tricky, but it is printed on the map to aid play.) 
Even the Advanced Game of INVASION of the 
AIR EATERS is simpler that OLYMPICA, 
ICE WAR, and most wargames by other pub- 
lishers. However, mastering the strategy and 
tactics is much more difficult, especially in the 
Advanced Game. 

The Alien player has many decent strategies 
open to him, but he must have a strategy before 
he starts the game. Otherwise, he will lose. 



The Aliens can land atmospheric converters 
in Antarctica immediately, hoping to reduce 
the Atmospheric Index before the Terrans can 
destroy the ACs. Alternatively, they can land 
bases in industrialized areas of a single country 
and then immediately build ACs at each of the 
bases. Also, the Aliens can do hit-and-run 
attacks on Terran industry or oil (not both) 
with crawlers transported by landers. Still 
another approach is to quickly destroy the 
Terran sub fleets with crawlers, and then 
deploy lots of underwater bases, hoping to 
build and stockpile lots of units before the 
Terrans regain sea superiority. One of the 
playtesters developed a strategy of crashing the 
Mothership into Saudi Arabia, while deploying 
bases underwater (to prevent nuclear attacks). 
Numerous other possibilities exist. 

To a lesser extent, the Terran player must 
also have a definite strategy. He can research 
and build space units to go after the Mothership 
in space. He can develop powerful land forces. 
He can use his industry to reconvert the air to 
give his armies time to destroy the Aliens. 
Alternatively, he can try a 'nuclear holocaust' 
strategy of destroying the entire first wave of 
the Alien assault and then rebuilding his indus- 
try and building new armies to await the next 
assault. Like some of the more esoteric chess 
openings, this strategy gives the initiative to the 
defender, but tactical mistakes or bad luck can 
be costly. 

Tactical skill is important to the play of the 
game, especially for the Terrans. A useful 
trick for the Terrans is to destroy bases first 
when several Alien units are stacked together. 
This deprives the Aliens of beaming mobility. 
Nuclear attacks are sometimes useful for this. 
The fragile laser and disintegrator batteries 
should be sent in only against positions that 
large stacks of crawlers cannot be beamed to. 

INVASION of the AIR EATERS has under- 
gone numerous changes during the course of 
development. Early versions had far more 
coverage of international relations than is now 
included. The game had three-player scenarios 
(Western Allies, Soviets, and Aliens), with 
separate R&D and production for each alliance 
and rules for combat between Terran units. 
However, this was too complicated and was 
dropped entirely. Landers have been greatly 
simplified. The nuclear attacks are now more 
abstract than they were originally. Other 
unit types, including Terran hypersonic inter- 
ceptors (they moved after landers), and atmos- 
pheric reconverter plants were playtested, but 
found unsatisfactory. The game's name was 
also changed several times. 

I feel the game has enough complexity to 
make it interesting without being difficult to 
play. I hope gamers will enjoy it. 

Most of the following rules clarifications 
and changes only become important in the 
multi-player game. However, they should be 
used in all versions. 

1. The map is unclear in a few places. The 
Great Lakes (hexsides 1015/1016,1016/1116, 
and 1015/1116) and hexside 1722/1823 are 
impassable for land movement. Hexside 1923/ 
2024 is not impassable. 

2. The Persian Gulf (hexside 1613/1714) 
should be part land and part sea, so land units 




can move directly from Iraq to Saudi Arabia. 

3. The oil rules (18.2) list hex 1916 (Tan- 
zania) as containing 1 OU. This should be hex 
0916 (Midwest Canada). 

4. The Alien player does not have to 
announce what he will attempt to produce 
each turn before he starts rolling the die. 
(Addition to rule 6.1) 

5. A fifth Soviet army may be produced 
even though no counter is provided. Make a 
counter if necessary. (Clarification of 16.2) 

6. Rule 16.0 should be modified slightly to 
reflect recent developments in the Mideast. 
The Egypt/Israel army should be considered a 
Western army for all purposes. However, no 
Western army may stack with the Iran/Iraq/ 
Syria army. 

7. Air forces do not extend across the 
South Pole. Air forces do not function if the 
Atmospheric Index is currently at five or less. 
(Additions to rules 1 7.3, 22.0, and 24.0) 

8. Rule 15.0 contains a reference to rule 
19.5. This should be 20.5. 

AIR EATERS is currently a two-player 
game. The Terran player commands the entire 
resources of the planet. The Basic Game 
assumes the Earth is firmly united to fight the 
Alien threat, while the Advanced Game has 
some political restrictions on armies. The 
possibility of governments pursuing national 
interests as well as fighting the Aliens is dis- 
counted. However, an interesting game results 
if nations are allowed to act individually, 
rather than as part of a worldwide alliance. 
This also allows more than two players to get 
involved. 

The multi-player game is best with five 
players: the Aliens, Western Bloc, Soviet 
Bloc, OPEC, and China. In a three or four 
player game, China and/or OPEC are minor 
neutrals. Additional players can be given con- 
trol of India or South America, although these 
players will not have much to do, or the Wes- 
tern Bloc can be split up. A World War III 
game can also be played, with no Aliens in- 
volved. 



25.0 CHANGES IN COUNTERS AND MAP 

25.1 ID NUMBERS. An identification 
number should be written on the back of each 
Terran unit other than an army, for keeping 
track of which player owns that unit. 

25.2 CHINESE MILITIA. One counter 
needs to be added to the game. This is a 
special army for China (see 35.0). It has a 
Movement Factor of 1 . 

25.3 OIL. For purposes of play-balance, 
the oil hexes are changed slightly. Hex 0615 
(Alaska) is reduced from 2 oil Units to 1. 
California's one OU (hex 1018) is eliminated. 
Hexes 1711 and 1511 (China and Siberia) are 
each increased from 1 OU to 2. 

26.0 INITIAL CONTROL OF AREAS AND 
FORCES 

Control of armies, sub fleets. Industrial 
Units, Oil Units, and land hexes is divided 
among the Terran players as follows: 
WESTERN ALLIANCE: 

Land: North American mainland (1219 and 
north), Hawaii, Newfoundland, Great Britian, 
Ireland, Western Europe and Scandinavia 
(dotted areas), Greece and Turkey (hex 1513), 
Egypt and Israel (1614), Japan, Australia, and 
New Zealand (2514 and 2615). 

Industry and Oil: 34 lUs and 6 OUs in 
these hexes. 

Forces: 4 armies (1 US, 2 NATO, 1 Egypt/ 
Israel), 2 sub fleets (1 in hex 1323 and 1 in hex 
13161,25 Nuclear Points. 
SOVIET BLOC: 

Land: Mainland of Soviet Union and 
Eastern Europe (non-shaded areas of Eurasia, 
except Korea), Sakhalin Island (hexes 1607 and 
1705), and Indo China (hex 1913). 

Industry and Oil: 8 lUs and 8 OUs in these 
hexes. 

Forces: 5 armies (4 Soviet, 1 Eastern Euro- 
pean), 2 sub fleets (In hexes 2217 and 1807), 
20 Nuclear Points. 



8 



ORGANIZATION OF PETROLEUM EX- 
PORTING COUNTRIES (OPEC): 

Land: Venezuela (hex 1519), African 
mainland (except Egypt, hex 1614), Saudi 
Arabia (1714), Mideast hexes 1613, 1612, and 
1713, and Indonesia (hexes 2014, 2013, 2113, 
and 2213). 

Industry and Oil: IU, 29 OUs in these 
hexes. 

Forces: 1 army (Iran/Iraq/Syria). 
CHINA: 

Land: China (shaded areas). 

Industry and Oil: 2 IU, 2 OU in China. 

Forces: 1 regular army, 1 militia, 4 Nuclear 
Points. 
MINOR NEUTRALS: 

South America: All hexes in Latin America 
(hex 1319 and south), except Venezuela and 
Tierra del Fuego (hexes 1519 and 2024); 
includes 1 Industrial Unit. 

India: Hexes 1813 and 1914, 1 army. 

Phillipines: Hex 2113. 

Korea: Hex 1810. 
UNCONTROLLED AREAS: 

Antarctica, Tierra del Fuego (2024), Mada- 
gascar (2017), Iceland (1011), Greenland, 
Canadian arctic islands, Spitsbergen (0908), 
Soviet arctic islands (11 07 and 1105). 
27.0 TURN SEQUENCE MODIFICATIONS 

27.1 TERRAN VS. TERRAN COMBAT 
PHASE. Following the Terran Fire Phase 
(attacks on Aliens), the Terran players may 
attack each othter. 

27.2 TRADE PHASE. Following Terran 
R&D, players may give each other oil reserves, 
units other than armies, partially-produced 
units (including armies), Nuclear Points, or 
knowledge from R&D. 

27.3 SPLITTING TERRAN PHASES. All 
Terran phases except Trade are divided into 
subphases, one for each player. The Chinese 
player performs the appropriate action first, 
then the OPEC player, then the Soviet player, 
and finally, the Western player. 

28.0 MOVEMENT MODIFICATIONS (RE- 
PLACES RULE 16.0) 

28.1 CONTROL OF HEXES. A hex is 
friendly to the player who owns the last army 
to have entered that hex. EXAMPLE: If a 
NATO army was the last to have occupied 
Libya, Libya is controlled by the Western 
player. Hexes which have never been entered 
by an army are friendly to the side which 
originally controlled them, if any (see 26.0). 
Hexes currently occupied by two armies are 
controlled by the first army to have entered 
that hex. Enemy hexes are those controlled 
by other Terran players or minor neutrals. 
Neither Aliens nor Terran units other than 
armies affect hex control. 

28.2 TRANSPORT RESTRICTIONS. 
28.2.1 ENEMY HEXES: No unit may 

go into or through an enemy hex during the 
Terran Transport phase without the permission 
of the player who owns the hex. (Exception: 
amphibious landings, see 28.5) Also, no unit 
may transport into or through a hex containing 
an enemy army, sub fleet, or improved sub 
fleet without permission of all players in that 
hex. Units may transport into, out of, or 
through uncontrolled hexes (see 26.0) which 
are not occupied by subs. 



28.2.2 ARMY TRANSPORT LIMITS: 
The Western player may transport two armies 
each turn. The Soviet player may transport 
one army each turn. Either player may lend 
his army transport capabilities to other players 
for one turn at a time. The Chinese player 
has only a rail transport capability for one of 
his own armies (see 28.6). The OPEC player 
may not transport his army himself. All players 
may transport an unlimited number of non- 
army units. 

28.3 REGULAR MOVEMENT RESTRIC- 
TIONS. An army may not enter a hex occu- 
pied by another player's army without permis- 
sion. All units may, during regular movement, 
enter hexes occupied by other types of units 
or unoccupied hexes, even if they are enemy- 
controlled (see 28.1). Units other than armies 
may enter hexes occupied by other players' 
armies. As in the regular game. Laser and 
Disintegrator Batteries may not move except 
by transport. 

28.4 CONQUEST OF INDUSTRIAL AND 
OIL UNITS. Whenever an army enters a hex 
containing one or more OUs or I Us, the player 
owning that army gains control of those I Us 
or OUs, and may use them that turn. This does 
not happen if the hex is already occupied by 
another player's army which is allowing the 
moving army to enter the hex. Whenever 
conquest occurs, the previous owner of the hex 
may, if he wishes, attempt to devastate the I Us 
and OUs. A die is rolled for each IU and each 
OU. If a 1-3 is rolled, it is devastated. This 
may be done only at the time of the conquest. 
Only armies may conquer I Us and OUs. 

28.5 AMPHIBIOUS LANDINGS. Once 
each Terran Transport phase, a US army 
(not a non-US Western army) may be transpor- 
ted to an enemy-controlled coastal hex. This 
counts as one of the two Western army trans- 
ports for that turn. The assaulting army may 
not go through enemy hexes (see 28.1) without 
permission, although it may end its movement 
in one. The army does not have to start its 
movement in a coastal hex, but it must end on 
one. It may not move during the regular 
Terran Movement phase that turn, although 
it may attack that turn. The assaulting army 
may not go into or through hexes containing 
an enemy army or submarines without per- 
mission. 

28.6 CHINESE RAIL TRANSPORT. Dur- 
ing each Terran Transport phase, the Chinese 
player may move either his regular army or 
his militia through an unlimited number of land 
hexes, but not through any all-sea hexsides. 
Regular transport restrictions (see 28.2.1) 
apply. 

29.0 TERRAN VS. TERRAN COMBAT 

29.1 GENERAL. Terran units may 
attack other Terran units in their hex during 
the Terran vs. Terran Combat Phase. These 
units may have already attacked Aliens that 
turn. If the defender does not retreat before 
combat (see 29.2), the attack is resolved in 
the normal manner. Attacks are voluntary; 
different players may have units in the same 
hex without having combat. 

29.2 RETREAT BEFORE COMBAT. Ter- 
ran units may retreat after a Terran player has 
announced an attack against them, but only 



before the die has been rolled. Units may not 
retreat to hexes which are enemy-controlled 
(unless they have the owner's permission), nor 
may they retreat to hexes which are occupied 
by enemy Terran or Alien units of any type in 
them (again, unless they have permission). 
Space Attack Forces may retreat to any hex on 
the board, within these restrictions, or to the 
In Orbit box. Submarines may retreat to 
adjacent sea or part-sea hexes, as long as the 
intervening hexside is at least part sea. Other 
units (armies, laser and disintegrator batteries 
and tanks, and corvettes) may retreat to adja- 
cent land or part-land hexes, as long as the 
intervening hexside is at least part land. Cor- 
vettes may also retreat to the In Orbit box. 
Units which cannot retreat must stay and 
fight. If the defender retreats, the attacker 
may not attempt another attack that turn. 

29.3 ORDER OF COMBAT. Combat 
is not simultaneous; only units which survive 
the attacks of earlier players (see 27.0) may 
attack. 

29.4 DEVASTATION OF lUs AND OUs. 
Terran units may fire at their own or enemy 
lUs or OUs in their hexes rather than enemy 
Terran units. They do this in the same manner 
as Alien crawlers do. 

30.0 NATIONAL PRODUCTION AND RE- 
SEARCH 

30.1 PRODUCTION. Each player must 
do his own production, using only the lUs in 
hexes which he controls. Units may not be 
produced unless that player has accomplished 
any necessary R&D (Exception: Traded R&D, 
see 30.3). lUs may not be traded, nor may 
they be lent. 

30.2 R&D. Each player does his own 
R&D. An R&D project may not be undertaken 
unless that player has fulfilled the prerequisites 
(if any). The Western player must allocate ten 
of his own I Us for each project which he is 
researching. The Soviet player only needs to 
allocate eight I Us per project, but they must 
be Soviet-controlled I Us. The Chinese and 
OPEC players may not do R&D. Die roll 
modifiers only apply if the conditions were 
fulfilled by the player doing the R&D. 

30.3 TRADE. After each R&D phase, 
Terran players may give each other oil reserves, 
nuclear points, or partially-produced units of 
any type by noting this on paper. Players 
may also transfer ownership of any units 
already on the map except armies. The units 
are not moved at this time. Also, a player 
may give any or all of the other players the 
results of a successful R&D project, allowing 
them to produce units of this type and allowing 
them to do R&D which uses that R&D as a 
prerequisite. No Terran player may trade with 
the Alien player or vice versa. 

31.0 MINOR NEUTRALS 

31.0 DEFINITION. Any nations or 
alliances (see 26.0) not being run by players 
are considered minor neutrals. If OPEC is a 
minor neutral, each hex which it controls is 
considered a separate minor neutral. Also, 
the oil rules (18.0) are not used. China has no 
Nuclear Points (see 32.0) if it is a minor neu- 
tral. 



31.2 TRANSPORT AND MOVEMENT 
INTO MINOR NEUTRALS. Hexes in minor 
neutrals are considered enemy hexes for all 
players, and transport into them is not allowed. 
However, if an Alien unit is in any hex of that 
minor neutral, permission is automatically 
given for any player to transport to any hex 
of that minor neutral. Players may enter minor 
neutral hexes through regular movement, 
within the restrictions of 28.3. 

31.3 lUs AND OUs. Industrial and Oil 
Units controlled by minor neutrals do nothing. 

31.4 ARMIES. Minor neutral armies 
cannot move or attack until an Alien or foreign 
Terran unit enters the country. When this 
happens, each Terran player who does not have 
a unit in the country rolls a die. The player 
with high roll gets control of the neutral army 
or armies. He does not get control of any 
hexes. That player may move the army and 
may attack with it as he sees fit. However, 
minor neutral armies may never leave their 
home countries. 

32.0 NUCLEAR ATTACKS 

(REPLACES RULE 20.0) 

32.1 NUCLEAR POINTS. Each player 
starts the game with a certain number of nu- 
clear points (NPs). New NPs may be produced 
at the rate of 1 NP for every 2 lUs allocated. 
NPs are expended whenever a nuclear attack is 
made. The number of NPs expended depends 
on the target unit type (see Nuclear Attack 
Table). 

32.2 LAUNCHING NUCLEAR ATTACKS. 
At any point during his portion of the Terran 
Fire phase or the Terran vs. Terran Combat 
Phase, each player may announce nuclear 
attacks against enemy Terran or Alien units 
or enemy I Us or OUs. The target unit must be 
in a land or part-land hex anywhere on the 
board. It may be in the same hex as a friendly 
unit, but does not have to be. It may have been 
attacked during the current game-turn. Only 
one unit may be the target of each nuclear 
attack, but more than one attack may be 
launched against a single unit. If the first 
nuclear attack against a unit fails, more attacks 
may be launched that turn. See the Nuclear 
Attack Table to determine how many nuclear 
points are expended for a nuclear attack. 

32.3 EFFECT ON TARGET. A nuclear 
attack destroys the target unit on a die roll 
of 1-3. Destruction of Aliens by a nuclear 
attack may not be used as prerequisites or die 
roll modifiers for R&D. 

32.4 NUCLEAR FALLOUT. Every time 
a nuclear attack is made, one IU is immediately 
devastated for each nuclear point used in the 
attack. These are in addition to the IU devas- 
tated by the attack itself, if the target was an 
IU. The lUs devastated by the fallout will 
be as close as possible to the target hex (see 
20.3 in regular rules). 

32.5 INTERCEPTION OF NUCLEAR AT- 
TACKS. Laser Batteries and Corvettes can pre- 
vent nuclear attacks, such that the NPs are 
expended, but the target is not destroyed and 
no fallout occurs. Three or more laser batteries 
in a hex can destroy one attack on their hex on 
a die roll of 1-3. Each Corvette in the In 
Orbit box can automatically destroy one attack 
anywhere on the board each turn. 




33.0 REPAIR OF OIL WELLS 

Devastated OUs may be repaired in the same 
manner as devastated I Us. Ten I Us must be 
allocated to repair each devastated OU. 



34.0 CHINESE MILITIA 

The Chinese militia functions exactly like 
a regular army with respect to other Terran 
units and hex control. However, it may never 
attack an Alien unit. It does not have an Air 
Force to attack Alien landers with. It may 
leave China, unless China is a minor neutral. 

35.0 VICTORY CONDITIONS (REPLACES 
RULE 15.0) 

35.1 GAME END. The game can end in 
one of two ways. 1) The Atmospheric Index 
reaches zero. 2) (Alien Inactivity) Two con- 
secutive Game-Turns pass without a decrease 
in the Atmospheric Index, production of an 
Alien unit, destruction of a Terran unit, or 
devastation of an IU or OU. Devastation of an 
IU or OU or destruction of a Terran unit by 
another Terran unit will keep the game from 
ending. 

35.2 ALIEN VS. TERRAN VICTORY. 
The Alien player tries to get as high a level of 
victory as possible. Each Terran player is 
trying both for Terra to get as high a level of 
victory as possible, and to get more victory 
points for himself than the other Terran players 
(see 35.3). Alien vs. Terran victory is deter- 
mined by how the game ends, whether or not 
the Mothership has been destroyed, and how 
many nuclear points were expended by the 
Terrans. 

Alien Decisive Victory: Game ends by Al 
being reduced to zero, and the Mothership 
was not destroyed; nuclear points don't 
matter. 

Alien Substantial Victory: Game ends by Alien 
Inactivity; the Mothership was not de- 
stroyed; 40 or more nuclear points used. 

Alien Marginal Victory: Al reduced to zero; 
MS destroyed; nuclear points don't matter. 



Draw: Game ends from Alien Inactivity; MS 

destroyed; 40 or more nuclear points used. 
Terran Marginal Victory: Game ends from 

Alien Inactivity; MS doesn't matter; 15-39 

nuclear points used. 
Terran Substantial Victory: Same as above, 

but 6-14 nuclear points used. 
Terran Decisive Victory: As above, but 5 or 

less nuclear points used. 

35.3 TERRAN PLAYER VICTORIES. If 

and only if some sort of Terran victory is 

achieved, each Terran player is awarded victory 

points as follows: 

Western Alliance: 1 VP for control of each 
undevastated IU, 5 VP for control of 
Egypt/Israel, 2 VP for control of Greece/ 
Turkey (hex 1613), 1 VP if Korea is not 
Soviet- or Chinese-controlled. 

Soviet Bloc: 3 VP for control of each undevas- 
tated IU, 1 VP for control of each devasta- 
ted IU, 1 additional VP for each hex of 
China under Soviet control, 1 VP for con- 
trol of Korea, 1 VP for control of Greece/ 
Turkey. 

OPEC: 1 VP for control of each OU (devas- 
tated or not), 10 VP for control of Egypt/ 
Israel, 1 VP for every other hex of Africa 
under OPEC control (in addition to VPs 
for oil there), 5 additional VP for hex 1613, 
2 VP f or each of hexes 1 61 2 and 1 71 3. 

China: V2 VP for each devastated IU in a 
Western or Soviet hex; 3 VP for control of 
each of hexes 1710 and 1811, 1 VP for 
control of each of any other hexes in China, 
Korea, Indochina (hex 1913), or the Soviet 
Union. 

Also, the following rules of the regular 
Advanced Game should be used: 17.0 (An- 
tarctica), 19.0 (Repair of Industry), 21.0 
(Air Forces), 22.0 (Submarine Transit Attacks), 
23.0 (Landing Alien Spaceships), and 24.0 
(Poisoned Air). Rule 18.0 (Oil) should be used 
as well unless OPEC is a minor neutral. 



10 



TERRAN VS.TERRAN 
COMBAT RESULTS TABLE 

The number shown is the die roll needed to destroy the target unit. 

Land Combat 







Target Unit 






Firing Unit 


Army LB,DB LT,DT SF.ISF SAF.CORV IU,OU 






Army 


1-6 1-3 1 1-6 1-6 






LB,LT 


1-3 1 - 1-3 1 






DB,DT 


1-6 1-3 - 1-6 1-3 






SAF 


1 - - 1 1 






SF,ISF,CORV 


.... 1 




Underwater Combat 


Orbital Combat 


Firing Unit Target Unit 


Firing Unit Target Unit 


SF ISF 


SAF CORV 


SF 1-3 1 


SAF 1-3 1 


ISF 1-6 1-3 


CORV 1-6 1-3 




NUCLEAR ATTACK TABLE 






Target Unit Type Nuclear Points Needed 






LB, DB, SAF, CORV, IU, OU 1 






LT or DT 2 






Alien (any type) 3 






Army 5 






SF or ISF 








A die roll of 1-.3 is needed to destroy the target. 








11 





by 

Timothy C. & Lynn Wiedel 



Lieutenant Lawson had just finished talking 
to Sergeant Ramirez, his loading chief, saying, 
"Jesus it's cold out here! I'm happy we can 
swing back and take some F — g R&R." Law- 
son was in command of Miss Molley, a new 
U.S. Air Force VERTOL transport craft. 
Cruising over the endless ice to drop off and 
pick up observation squads was not exactly 
glamorous duty, but it could be dangerous. 
As he was getting ready to talk to Ramirez 
on the 'com' he glanced to his right. . ."Jesus! 
Base this is Lawson!" I don't believe it! It's 
a. . ." But he never finished what he was 
about to say. A rescue party was sent out, but 
the alarm was not yet given. When it would 
be given, it would already be too late. 

What had destroyed Lieutenant Lawson, 
his crew, and his VERTOL? To understand, 
we have to go back in time - over a year - to 
a secret underground lab somewhere in Si- 
beria. . . As we peek into a large sterile engi- 
neering laboratory we can see Doktor Shysta- 
kopft addressing his technical assistant, Komrad 
Zunovbytch. "Da, Komrad, with our new 
cybernetic battle tank, the Imperialist's oil 
fields will be destroyed!" As he looked at the 
test printout he said, "With the new light- 
weight alloy we can provide our tank with 
enough armor to protect it from a nuclear 
near-miss. Now find me some vodka, get my 
secretary, Nadya, to my private office, and 
get the hell back to workl" 

So the Ice Ogre was born, a cybernetic 
battle tank with unique offensive capabilities. 
Its first assignment would be the destruction 
of the U.S. oilfields in Prudhoe Bay. 

To add Ice Ogres to Metagaming's ICE 
WAR, several modifications and additions 
to the rules must be made. Although counters 
are not provided for the Ice Ogres, any counter 
with a giant tank on it will do. 

Rules for Adding Ice Ogres to Ice War 
OP 29.0 OGRE UNITS. Three types of 
Ice Ogres are available: the Mark llxi 
(xi stands for arctic operations), and, 
representing more advanced designs, the 
Mark lllxi, and Mark !Vxi. 
Explanation: Each hit box represents 
an Ogre operational system at different 
levels of strength. An entirely intact 
Mark lllxi Ogre can launch two missiles 
per missile launch phase, attack adjacent 
enemy units with its combat strength of 
six, and move three hexes. Each Ogre 
system also has a defense strength which 



MARK llxi 


Cost: 


3 points 


Guns [7] 


Defense: 


5 points 


Movement \z\ \T\ 




3 points 


MARK lllxi 


Cost: 


6 points (missiles extra) 


Missile 

Launchers IT] fll 


Defense: 


3 points 



Guns [I] |T] [T] 4 points 

Movements |T] [T] [T] 2 points 

Maximum missile capacity is six, 6-hex missiles, or twelve, 3-hex missiles. 



MARKIVxi 



Cost: 9 points (missiles extra) 



Missile 

Launchers [3] [f] [jj Defense: 2 points 

Guns [T] |T] {2} 3 points 

Movements [T] [T) [T] 3 points 

Maximum missile capacity is nine, 6-hex missiles, or six, 6-hex and six, 
3-hex missiles. 



is separately applied to each hit box. 
The Ogre's current attack strength at each 
system is reduced as a function of combat. 
For example, each gun hit box of the 
Mark llxi has a defense strength of 5. 
If the guns were attacked successfully in 
combat they would still have a defense 
of five, but the attack strength would 
now only be two, and the first gun hit 
box (left to right) would be checked off. 
OP 29.1 OGRE MOVEMENT. The Ice 
Ogre can move in any type of terrain. 
Like a submarine, it may move underneath 
the ice. However, its movement is affec- 
ted by converted ice hexes and enemy 
zones of control. 
MOVEMENT IN CONVERTED ICE 



HEXES. When an Ogre moves into a 
converted ice hex it must stop and wait 
until the next turn if it is going to move 
from a converted hex to a surface ice, 
tundra, river, or converted tundra or river 
hex. However, the Ogre may always move 
from a converted ice hex to another hex 
under the surface of the ice. Ogres 

which begin the movement phase in a 
converted ice hex may always leave the 
hex on the surface. 

MOVEMENT UNDER THE ICE. 
Ogres may move normally under the 
surface of the ice. They may not move 
from under the surface to above surface 
hexes (ice, tundra, river, converted tundra 
or river hexes), except through a conver- 



12 



ted ice hex. Ogres moving under the ice 
may ignore enemy zones of control. 
OP 29.2 OGRE COMBAT. Ice Ogres have 
unique defensive and offensive capabili- 
ties. Their defensive strength is especially 
great. Not even a direct hit by a nuclear 
missile will destroy the Ice Ogre! 
NONMISSILE COMBAT AGAINST 
OGRES. Unlike other units in ICE 
WAR, the Ogre cannot be completely 
eliminated by one attack. Instead, each 
operational system must be attacked 
separately at its defensive strength. A 
successful attack (DE, DX, AX) reduces 
the system's effectiveness as indicated 
by the reduced strength in the next hit 
box. When an attacking Ogre receives 
an AE result it loses 1 hit box of gunnery 
attack strength. 

EFFECTS OF EXCHANGES. When 
the Ogre is the attacker and it receives 
an exchange result in combat (DX or AX), 
the Ogre loses 1 gunnary hit box and the 
defender is eliminated. For example, an 
Ogre Mark lllxi at full strength (attack 
strength 6) attacks a U.S. Hovercraft 
(combat strength 2) at a three-to-one and 
rolls a 4 on the die (DX result). The 
Hovercraft is eliminated and the Ogre 
now has an attack strength of 4. 

When the Ogre is defending against an 
an attack and an exchange result is rolled 
against it (AX or DX) the Ogre loses 1 
hit box on the system being attacked and 
the attacker loses combat strength points 
equal to the Ogre's defensive strength for 
the attacked system. Note that these 
exchange rules are different than those 
used for regular unit combat as described 
in ICE WAR. 

MISSILE COMBAT. The Ogre can 
withstand more than one missile hit before 
being destroyed. For each missile hit the 
Ogre must lose one hit box from each 
system. 

Like other vehicles. Ogres have ABM 
capabilities (1-4 die roll destroys missile) 
as long as they have at least one opera- 
tional system. 

Missiles can be transferred from Ogres 
to other units, even if the Ogre's missile 
launchers are destroyed. 



COMBAT UNDER THE ICE. Only 
missiles may attack Ogres underneath the 
ice (optional: submarines as described in 
The Space Gamer no. 20 are treated as 
missile attacks subject to ABM intercep- 
tion). The only weapons Ogres may fire 
underneath the ice are missiles and ABM. 
Note that Ogres can attack and be attack- 
ed from converted ice hexes. 
AUTOMATIC HEX CONVERSION. 
By spending an extra movement point in a 
hex of any type the Ogre can convert it 
(and destroy any oil wells there or drown 
infantry if it's an ice hex). The conver- 
sion can occur as long as the Ogre has 
one movement point remaining when the 
Ogre enters or leaves or remains in the hex. 

29.3 OGRE DETECTION. Like command 
posts, Ogres have the ability to cloak their 
position and they must be detected in the 
same manner as C.P.'s. However, unlike 
command posts, Ogres cannot cloak other 
units or increase combat effectiveness. 
OGRE DETECTION UNDER THE 
ICE. When an Ogre is under the ice it 
can only be detected by reconnaissance 
satellite. Ogre automatic hex conversion 
does not automatically locate the Ogre 
unless it is an oilfield. An Ogre in a con- 
verted ice hex can be detected normally. 
Firing missiles will always result in the 
Ogre's detection no matter where they 
are fired, but the Ogre counter is not 
placed on the map (see ICE WAR rule 
13.4). 

29.4 SCENARIOS. The Ogre units which 
have been described can be used in any 
scenario at the point cost indicated. 
Although the Ogre was developed pri- 
marily for the ESA, there is no reason why 
the U.S. couldn't also have one (however, 
they should not be allowed as reinforce- 
ments). 



SOLITAIRE SCENARIO -- THE 
ELECTRONIC BATTLEFIELD. 

Can you direct the Ice Ogres through the 
computerized electronized battlefield? 
The Ogres' objective is to destroy all of 
the oil wells before they are reduced 
to molten slags of metal. You will need 
two six-sided dice to simulate the compu- 
terized reconnaissance of the U.S. player. 



Eurasian player: 4 Ogre Mark lllxi 
8 points in missiles 

Western Alliance: 1 Observation Post (hex 
2424) 
4 Orbital Weapons Plat- 
forms 
9 Missiles for each OWP 
Reconnaissance System 

SPECIAL RULE: All OWP must fire 
at the Ogre closest to Deadhorse. In case 
a tie, roll 1 die to determine which unit 
to fire at (e.g., if there are two equidistant 
Ogres, a 1, 2, or 3 on the die would indi- 
cate that Ogre no. 1 is to be hit). 
U.S. RECONNAISSANCE SYSTEM. 
Roll once each turn during the U.S. 
reconnaissance phase. Not that for die 
rolls of 4 thru 10 the adjacent six hexes 
are also searched. 



Die Roll Hexes Searched 

2 Any hex ending with 1,3,5,7,9 

3 Any hex ending with 1,2,3,4,5 

4 0609, 1 715, 1420,051 1 

5 0707,2217,1922,1517 

6 1007,1720,2520,2014 

7 1004,1818,2220,1212 

8 0814,2017,2021,2622 

9 1010,1 722,202520 19 

10 1307,1414,2226,2127 

1 1 Any hex ending with 6,7,8,9,0 

12 Any hex ending with 2,4,6,8,0 




PRIMAL 

MAN, 

PRIMAL 

WAR 



AN SAS EXPANSION 

by 

CIen L. WilliAMs 



With STICKS & STONES (SAS), David Ray 
takes us back to a prehistory when the structure 
of the human brain began to conceive socie- 
ties, weapons, organization-and enemies. It is 
a game which goes to the heart of wargaming: 
our primate heritage, the dowry of blood. 

Expanding the game can provide some very 
rewarding experiences in the application of 
brute force, and can illustrate some aspects of 
war which modern ethnologists have found 
among primitive societies. I have used contem- 
porary research in anthropology to expand 
SAS to simulate some of these aspects. The 
societies used as models were the Jibaro and 
Yanamamo Indians of South America, and the 
Maoris of New Zealand. 

There isn't any guarantee these "contem- 
porary savages" mirror early or late Stone Age 
tribes, especially in the "software" of war-- 



the social and psychological ideas which guide 
men into and through battles. They are only a 
guide, a model to simulate what might have been. 

War in SAS is on a very personal level. 
Each counter of warriors is described as a "small 
group". I interpret "small group" as ten war- 
riors. Each hex is only fifty meters across. It 
is possible to see all the way across the map, to 
hear distinctly the grunts of combat and the 
wails of death in the next hex. 

Primitive war is characterized by small scale 
battles of short durations, poor development in 
command and discipline, great reliance upon 
surprise attacks, and finally, the importance of 
the village community in organizing war parties.' 
SAS simulates the small size, short duration 
combat, as well as the importance of the village 
as the focus of organization. Missing are the 
effects of leadership, of magic and mystery 



which pervaded primitive life, and most impor- 
tantly, of the larger framework within which 
the small battles occur. These were beyond the 
design limits of a single MicroGame. 

In the three societies (Jibaro, Yanamamo, 
and Maori) I examined, leaders were extremely 
important. 2 Warriors who surpassed their 
comrades in battle valor assumed a primitive 
form of leadership to bolster very brittle morale. 
Because there was no concept of military dis- 
cipline, chain of command, etc., a tribe's ef- 
fectiveness in battle hinged upon the efforts of 
their leaders who surged forward to batter 
the head's of their enemies. They were leaders, 
not commanders. They led by examples of 
prowess, not tactics or drill. Whether the 
leader was a chieftain of the Jibaro, a Cro- 
Magnon family head, or Hector before the 
walls of Troy, the functions were similar: in- 



14 



spire by example, excel in killing. 

Simulating the importance of leaders re- 
quires new counters and rule modifications. 




1.0 Leader Counter: Leaders are always ar- 
mored; their counter is designated only by a 
"C". They are equipped with axes, so need 
no special weapon designation. Their char- 
acteristics are lower than those of a warrior 
counter, because only one man is represented. 
However, they are proportionately stronger be- 
cause they are heroes and great in prowess. 
Chieftains really are heroes, and they are very 
good. 

2.0 Stacking: Since a chieftain counter repre- 
sents only a single man, the counter never af- 
fects stacking. 

3.0 Number of Chieftains: A player gets one 
chieftain for each six warrior counters or frac- 
tion thereof. For example, for ten warrior 
counters, a player would get two chieftains. 
Chieftains are free. They cost no people or 
work points (Ppts and Wpts) as they are part 
of the village structure. 
4.0 Combat Effects: 

4.1 Challenge Combat: Any time two op- 
posing chieftains occupy the same or adjacent 
hexes at the beginning of a combat phase, 
the player whose turn it is may challenge the 
other player to a single combat. Treat it as 
normal combat, even if the two are in adjacent 
hexes. Resolve it on the 1:1 column of the 
combat resolution table. Only the two chief- 
tains may participate in a challenge combat, 
which occurs before any other combat that 
phase. After resolution, normal combat pro- 
ceeds, and surviving chieftains may participate 
in the ensuing battle. 

4.2 Normal Combat Modifications: A chief- 
tain adds his strength to that of warriors with 
whom he is stacked, whether in attack or de- 
fense. 

4.3 Effects of Chieftain Wounded or 
Killed: If a chieftain is killed or wounded in 
challenge or normal combat, remove the coun- 
ter from play. All friendly warriors stacked 
with him immediately receive a "wounded" 
result. If the player has no other chieftain, he 
must begin to withdraw into a friendly village 
or, if none is available, off the nearest map edge. 
Note that if a chieftain is lost during challenge 
combat, the warriors stacked with him fight 
their battle that turn "wounded", and thus at 
half strength. 

5.0 Rally: The combat resolution system of 
SAS is very bloody. "Wounded" probably 
means "tired, hurt, and ready to quit". If a 
warrior has lost his will to fight, he has been 
as wounded as if his worst enemy had pierced 
his side with a spear. To simulate the inspira- 
tional effects of primitive leadership, a chief- 
tian may attempt to rally wounded warriors, 
to restore their fighting spirit. At the end of 
each game turn, the players roll for wounded 
warriors who are stacked with their chieftains. 
On a roll of 1-3, the warriors are fully restored. 
Flip their counter face up again. On a roll of 



4-5, they are too beaten and bloody to rally; 
they are wounded for the duration of the game. 
Thus, a chieftain may attempt to rally a wound- 
ed group of warriors only once. 

Magic and mystery are an important part of 
the lives of modern primitives. Judging from 
the burials and kill sites of early man, the darker 
forces of mysticism were equally important 
to our ancestors. Hunting, food-gathering, 
crops harvested by neophyte farmers, even 
human reproduction were subject to the invis- 
ible influence of the deified forces of nature. 
Worship of them through appeasing rituals 
helped a community through its crises, through 
famine, drought, scant game, and through war. 
Probably the magic of war evolved as did mili- 
tary organization, as an extension by analogy 
of the needs of hunting groups. Primitive 
societies often have the beginnings of full glory 
of a priestly caste whose functions is to insure 
the favor of the gods, whether for farming or 
battle. In war, the shamans had a responsibility 
toward their community to assist in victory, 
but not with weapons of wood or stone. Ad- 
ding such an element to SAS is the beginnings 
of a transition to a fantasy game. 

Like chieftains, shamans are individuals 
requiring special counters with their own rules: 



SH 


• 




,*t 




-6 



1.0 Shaman Counters: The coding for a shaman 
is SH. Since a shaman will have no attack or 
defense capability, the only factor shown on 
his counter is movement allowance. 
2.0 Number of Shamans: A player (who repre- 
sents one tribe) may never have more than one 
shaman, but that shaman is received automati- 
cally at no cost in Ppts or Wpts. If the tribe 
loses their shaman in battle, there is no replace- 
ment, as the time scale in the game is too short 
to allow replacement. 

3.0 Soul Stealing: During combat a shaman 
may attempt to use magic on his enemies. To 
do so, the player announces his shaman will use 
magic and which battle he will use it on. A 
shaman may use magic on any combat within 
two hexes. A shaman may affect only one battle 
within his range each turn. 

3.1 When the shaman makes his announce- 
ment, he is performing a very noisy, very ob- 
vious ritual to steal the soul of his enemies. 
This affects their morale in combat, as the 
loss of their souls will force their ghosts to 
wander forever without rest. The battle is 
fought at a one column shift in favor of the sha- 
man's tribe. If they are attacking, use the next 
column to the right on the combat resolution 
table; if defending, the next column to the left. 

3.2 Countering the Soul Stealing: If the 
enemy shaman is within two hexes of the battle, 
he may counter the soul stealing attempt sim- 
ply by announcing a desire to do so. That an- 
nouncement forces a spirit battle which comes 
before any other combat, except challenge 
combat. (See section 4.0 Spirit Battle.) A play- 
er is never obliged to counter a soul stealing, 
and he may use his shaman instead on an en- 



tirely different battle. 

3.3 Shamans may use soul stealing in chal- 
lenge combats to affect the outcome of a battle 
involving their chieftains. 

4.0 Spirit Battle: During the combat phase 
opposing shamans may engage in a magical 
battle among themselves. This may arise be- 
cause one player has chosen to counter an at- 
tempt to steal his warriors' souls, or because he 
has decided to do battle directly with the 
opposing shaman. Spirit battle occurs prior 
to normal combat and after challenge combat. 
Shamans up to four hexes apart may engage in 
spirit battle. Resolve the combat on the 1 :1 col- 
umn of the combat resolution table. A wound- 
ed shaman fully recovers after five turns. While 
wounded, he may not use any shaman powers. 
5.0 Shamans in Normal Combat: A shaman 
contributes nothing to the warriors with whom 
he is stacked. If attacked alone, he may use 
soul stealing. When attacked by himself a sha- 
man has a defensive strength of one. If wound- 
ed in normal combat, the shaman is considered 
killed. 

6.0 Summoning Demons: If a shaman has 
neither moved nor engaged in any form of com- 
bat for six turns, he may summon a demon 
spirit to aid his tribe. During turns he is wound- 
ed, no demon may be summoned. The shaman 
must have six consecutive turns unmolested. 
The demon summoning is the first action of 
the movement phase for the player. 

6.1 The Demon: The demon spirit is a 
mastadon counter which appears on the map 
edge hex nearest the shaman. It may not appear 
in a hex occupied by any other units, including 
goods, warriors, dependents, animals, dogs, 
chieftains, shamans or another demon. 

6.2 Demon Movement: The characteristics 
are the same as an ordinary mastadon in the 
game, except the demon is fully controlled by 
the player summoning it. It may never occupy 
or end its movement in the same hex as friendly 
warriors. Once the demon has been wounded, 
begin using the random movement rules in the 
game. From then on it is freed of any move- 
ment restrictions imposed by these rules and 
attacks friendly and enemy tribesmen alike. 

6.3 Loss of Control: In addition to losing 
control of the demon by it being wounded, 
a player loses total control and the demon 
disappears when his shaman is killed or wound- 
ed (whether from normal or spirit battle). 

6.4 Releasing the Demon: The demon may 
be released to return to its netherworld only 
by reversing the summoning process. The sha- 
man must remain undisturbed and unmoving 
for six turns. It takes a long time and a lot of 
talking to convince the demon to go home. 

6.5 A shaman may control one and only 
one demon and may summon only one demon 
during a game. Soul stealing may never be used 
on a demon as it has no soul. 

7.0 Rally: A shaman may attempt to rally 
warriors just as a chieftain. 

WIPING OUT THE COMPETITION 

Modern man has no competitors, no similar 
species to contest his right to the fields and 
streams. Sometime in the past, those competi- 
tors must have been wiped out, perhaps in a 
genocidal war. Obviously, today we have a 
distinct love of prejudice, of making fine us/ 



15 



them distinctions. Our enemies are often denied 
the right to be called human, and our worst 
labels for them are most often those of the ani- 
mals, "brute", "beast", "sub-human". These 
attitudes may have been learned, then re-learned 
from generation to generation after we wiped 
out the competition. 

In his Dragons of Eden, Carl Sagan noted 
that Neanderthalers were probably as smart 
as modern men, but in different ways. As 
much as any science fiction character, they 
would be aliens. The following scerario uses the 
chieftain and shaman rules to simulate the pur- 
suit of a small tribe of Neanderthalers by a Cro- 
Magnon war party. The pursuers are out for 
blood, not plunder, slaves, or territory. 
1.0 Restrictions on Combat: The Neanderthal 
culture was far more conservative than its com- 
petitor. To reflect this conservatism as it af- 
fected weaponry and tactics, all Neanderthal 
combat, including normal and challenge, is 
at a one point modification to the die roll. The 
modification is always to the disadvantage of 
the Neanderthals. If they are attacking, subtract 
one from the roll; if defending, add one. 
2.0 Enhanced Shaman Abilities: Since the 
Neanderthals may not have developed along the 
same lines as our own ancestors, they have an 
advantage in shaman combat. There is some 
evidence they may have been more religiously 
inclined, and need some advantage. Shaman 
combat is to their advantage. In addition to the 
normal one column shift for soul stealing, the 
die roll is modified two points in their favor. 
Likewise, in spirit battle. Neanderthal shamans 
fight at a two point modification in their ad- 
vantage. The die roll modification is an add 
when they attack and a subtract when they 
defend. 
3.0 Forces 

3.1 Neanderthal: 8 Ppts, 10 Wpts, 6 depen- 
dents, 2 goods, 4 goats, 2 dogs (at no point 
cost), 2 chieftains and one shaman. 

3.2 Cro-Magnon: 14 Ppts, 16 Wpts, 3 lead- 
ers, one shaman. Dogs may be purchased. 
4.0 Set-up: Neanderthals begin on the fourth 
or fifth hex row from the north map edge. 
Cro-Magnons begin on the north map edge 
hexes. Neanderthalers move first. 

5.0 Victory Conditions: The Neanderthals are 
attempting to flee Cro-Magnon killer teams 
and start anew where no modern men have 
settled. For exiting off the south map edge they 
receive victory points as shown: 

Warriors: 2 points 

Dependents: 3 points 

Goats: 1 point 

Goods: 1 point 

Chieftains and shamans: 2 points 
Cro-magnons receive points for killing 
only. Their points are the same as above, 
except they receive no points for goats or goods. 
Neanderthal chieftains and their shaman are 
worth 6 victory points to the Cro-Magnons. 

BLOOD FEUD: A Sticks & Stones Campaign 

Time in SAS is very short. It simulates only 
the brief clashes between small groups. Oc- 
casionally, a game begins to detach itself from 
the larger structure of village life. By fighting 
a campaign of several normal games duration, 
the players can begin to get the feel of Stone 
Age life. However, to provide some structure. 



there are a few additional rules modifications 
and expansions necessary. The following is 
based explicitly on a Yanamao Indian blood 
feud.3 The caution mentioned earlier, that 
these tribes are only an imperfect model, applies 
here also. If you feel that tribes under your 
leadership would behave differently, feel free 
to modify or cast out these suggestions, how- 
ever, do not stray too far forward in time. 
1.0 Maps: Blood Feud requires two maps 
placed end to end to produce a territory much 
longer than it is broad. If you do not have two 
SAS maps, a RIVETS map will do, although the 
edge between the two maps will be a little 
peculiar as there is a slight difference in the 
hex sizes. If using a RIVETS map, treat all cra- 
ter hexes as rough terrain. The reason for two 
maps is that villages were commonly further 
apart than you can get with one map. 
2.0 Villages: Two protected villages are re- 
quired. If you do not have two, use the forti- 
fied village as a protected village. 
3.0 Game Sequence Addition: Every tenth 
turn there occurs an inter-turn phase for re- 
covery. Wounded warriors who are in their vil- 
lage during the inter-turn recovery phase are 
restored. If both players agree, an inter-turn 
recovery phase can occur after any turn which 
has been preceded by two turns without any 
combat. In other words, if three turns have 
gone by without combat of any type, the 
players can agree to an inter-turn recovery 
phase. During an inter-turn recovery phase, all 
spear and bow units in their village are resup- 
plied with spears and arrows back to their full 
ammunition load. They may never re-equip to 
a higher ammunition load than they began with. 
4.0 Slaves: Defeated warriors were not always 
slain, for a human has value as property. What- 
ever our modern sensibilities regarding prisoners 
of war, men of primitive societies do not always 
share them. There are recorded cases of Maori 
POWs being used as food on the trip homel 

4.1 Slave Creation: Whenever a warrior 
unit is destroyed and there are no other enemy 
units in that hex, a player may roll to see if 
any of the defeated warriors were captured as 
slaves. He rolls one die. If the result is greater 
than the unit's attack strength, replace the war- 
riors with a dependents counter. They are now 
slaves. For example, an unarmored axe unit 
is enslaved on 4-6. 

4.2 Slave Guards: Slaves must always be 
guarded by a warrior or dependent unit. If de- 
pendents guard slaves, the dependents must not 
be slaves themselves. This may require marking 
slave-dependent counters with an "SL". 

4.3 Slaves and Victory Points: Slaves count 
double, once as enemy warriors killed, and once 
as property (base value the same as dependents) 
at the end. 

4.4 Slaves may never revolt. They may be 
killed by dependent attack. They may be res- 
cued by killing or driving off all their enemies 
in that hex. Replace their counter with an un- 
armored hand counter. Slaves may be re- 
equipped during the inter-turn recovery phase 
following their liberation by expending one 
goods counter and replacing them with an un- 
armored axe unit. 

5.0 Ambush: At the beginning of the game, a 
player may secretly remove one of his warrior 
counters from the map. During any following 



combat phase he may introduce that unit on 
any hex on the map at least four hexes from an 
enemy village. The ambushing unit may partici- 
pate in combat that turn, and remains on the 
board for the rest of the game. On the turn it 
appears, the ambushing unit fights at double 
strength. It may be placed in a hex occupied by 
enemy warriors. 

6.0 Restrictions on Raiding Parties: A player 
must always have one third of his warrior coun- 
ters inside or within four hexes of his village. 
They need not always be the same warriors, 
and they may be wounded warriors. This village 
defense represents the minimum force to provide 
psychological security to the village's women, 
children, and elderly. 

7.0 Forces: Each side receives 12 Ppts, 18 
Wpts, 4 dependents, all goats and goods coun- 
ters, one protected village, 2 chieftains, one 
shaman. 

8.0 Set-Up: Place two maps end to end. The 
villages are placed within four hexes of the 
opposing map ends. All units are deployed 
within six hexes of their village, keeping in 
mind the possibility of an ambushing unit and 
the restriction on raiding parties. 
9.0 Victory Conditions: The goal is to elim- 
inate the enemy village by destroying it or 
killing all its warriors. However, if the campaign 
reaches the third inter-turn recovery phase 
without destruction of either village or annihila- 
tion of either village's warriors, players stop 
and compare victory points. In reality, the blood 
feud would begin again as soon as one village 
recovered its strength and its confidence. Vic- 
tory points are: 

Dependents and slaves surviving: 2 points 
each counter 

Animals and goods intact: 1 point each 

Enemy warriors killed: 1 point each (slaves 
count twice) 

Chieftains and shamans: each individual is 
worth victory points equal to the strongest 
warrior counter the player began with. If his 
strongest counter was an armored axe unit, his 
leaders', when killed, would yield his enemy 
a total of 3 points for each chieftain or shaman 
killed. 

SEVEN CITIES OF CIBOLA: A Sticks S Stones 
Scenario Ending the Stone Age 

On July 7, 1540, Don Francisco Vasquez 
de Coronado, resplendent in his golden armor, 
called upon the pitiful Zuni village of Hawikuh 
to swear fealty to the king of Spain and submit 
peacefully to his conquistadores. The Indians' 
answer was a storm of arrows. Coronado's 
soldiers shouted the name of their patron saint 
and charged. The dozen Zuni's killed were the 
first casualties in Coronado's expedition which 
was to take him through what is now New Mex- 
ico and into Kansas. With him, his halbardiers, 
his matchlocks and cavalry, he brought the end 
of Stone Age warfare in the southwest. 

Sticks & Stones' game system does not have 
to be limited in years to some misty and nebu- 
lous distant past. During the Age of Explora- 
tion, Europeans were bringing the benefits of 
their civilization, bullets and disease to many 
"primitive" cultures. The game can be modified 
to show the effects of clashing technologies and 
social systems. The scenario chosen is fictitious, 
but it came close to happening. One of Coro- 



16 



nado's lieutenants has been sent on a long re- 
connaisance with a handful of infantry and 
some Indian allies. The small pueblo he has 
encountered show stiff resistance, as Hawikuh 
had done earlier. 

The young lieutenant, frustrated by the lack 
of gold, a hundred miles from his commander's 
army, with untrustworthy allies and no secure 
base of operations, makes the only logical move 
a conquistador could. He attacks. One player 
will be the heroic Pueblo Indians defending 
their women and lands from the invader. The 
other player will be the dashing young conquis- 
tador, eager for glory. After all, this village 
might be the initial outpost of the fabled Seven 
Cities of Cibola. 

The rules modifications include special 
counters for the Spanish troops. For the first 
time in the game, disciplined troops appear 
with devastating arms and armor. In the con- 
text of a fantasy game, these are super-heroes, 
and considering their bloody conquests, per- 
haps they were. 

1.0 Spanish Troops: There are three types of 
Spanish infantry. The first are matchlock 
equipped musketeers; the second are halbar- 
diers; and the third are swordsmen, who repre- 
sent the musketeers when their ammunition is 
depleted. There are also special counters for 
Spanish leaders (captains), and priests. 







1.1 Matchlocks have an ammunition load 
of six, a maximum range of two hexes. At zero 
to one hex, their strength is 18, at two hexes, 
12. When matchlocks have expended their am- 
munition they are immediately replaced with a 
swordsmen counter. Matchlocks may never 
voluntarily be switched with swordsmen, and 
vice versa. 

1.2 Stacking is the same as for regular 
units: three warriors per hex. 

2.0 Priests: In deference to the winners, their 
shamans will be called priests. They may not 
summon demons, and the process of "soul- 
stealing" will be courteously termed "blessing 
our troops and cursing the heathen". They may 
participate in spirit battle, but they use the 1 :2 
column and are always defenders. 
3.0 Captains: Chieftains for the Spaniards are 
captains. They do not have to accept challenge 
combat. If they do, they are the attacker, and 
the 2:1 column is used. If a captain is killed, 
and their priests die, the Spaniards must imme- 
diately begin to exit the map and may not initi- 
ate combat. 

4.0 Ally Treachery: The various groups of In- 
dians who allied with the invaders often did so 
only to settle some grudge, and the depth of 
their loyalty was never great. Each time a 
Spanish captain or priest is killed, roll a die. 
On a one, all allied Indians are immediately 
switched to the Pueblo player. They can be 
used that turn against the Spaniards. 
5.0 Set-Up: 

5.1 Indians: A fortified village on any clear 
set of hexes anywhere on the map. Twelve Ppts, 
16 Wpts, all dependents, goats and goods. They 
must deploy in or within four hexes of the 
village. Two chieftains and one shaman in the 
village. 

5.2 Spaniards and Allies: One captain, one 
priest, one matchlock, two halbardiers. Allies 
are 4 Ppts, 8 Wpts, one chieftain, no shaman. 
No dogs. They deploy within eight hexes but no 
closer than six hexes from the village. 

6.0 Victory Conditions: The Indians must 
kill at least the Spanish captain who must 
always be stacked with a Spanish unit if any are 
left. Failing that, they must prevent the destruc- 
tion of their village within ten turns. There are 
no victory points as such. 

NOTE: This scenario is deliberately weighted 
in favor of the Spaniards. Play it from both 
sides. 



THE PRIMATE AT WAR 

Sticks & Stones may well be a small classic. 
Like many good designs, it is not closed and is 
open to a great many expansions whose nature 
is limited only by the imgination of the players. 
The suggestions I have made above can be 
carried further. For example, when the wander- 
ing early smiths who had discovered the process 
of smelting copper first fought their stone age 
enemies, the degree of technological surprise 
was probably as great as that of the Pueblos 
who first faced the guns of the conquistadores. 
By modifying the counter valued and Wpt con- 
versions, a player can simulate these early 
nomads. 

The unification of Egypt under the mythical/ 
factual Narmer is within the period of SAS, and 



"Joshua 'fit' the battle of Jericho" at the edge 
of this period. In the realm of fantasy, Howard 
Thompson's Hymenopterans might conceivably 
compete against Cro-Magnons who have expand- 
ed. Indeed, the far future might be the Stone 
Age if today's doomsayers are right. In that 
case, magic might be surviving technology. In 
each and every case there is one common ele- 
ment, the descendents of a hunting ape, who 
have found hunting their own kind as necessary 
as hunting for their food. 

"This has been our history, and there 
is nothing remarkable or strange about it. 
It needs no special explanation in terms 
of our innate wickedness and desire to 
torture, or our innate goodness and fall 
from grace through the inability to give 
ourselves a better deal. It is the inevi- 
table outcome of our primate heritage 
and our weapon-bearing, hunting past, 
with the addition to these of dense 
settlements and huge numbers." 4 

NOTES: 

1. Andrew Vayda, "Maori Warfare" in Law 
and Warfare, edited by Paul Bohannan, Nat- 
ural History Press, Garden City, NY, 1967, 
p. 359. 

2. Ibid., p. 370. 

3. Napoleon Chagnon, "Yanomamo Social Or- 
ganization and Warfare", in War: The An- 
thropology of Armed Conflict and Aggres- 
sion, edited by Morton Fried, et. al. Natural 
History Press, Garden City, NY, 1968, pp. 
109-159. 

4. Lionel Tiger and Robin Fox, The Imperial 
Animal, Dell, NY, 1971, p. 215. 

BIBLIOGRAPHY 

The field of anthropological literature is 
filled with studies of primitive societies and 
speculations about the Stone Age period, How- 
ever, there are readily available works which will 
do for the gamer. I have tried to limit this bib- 
liography to works in the latter class. 
Ardrey, Robert, The Territorial Imperative, 

Dell, NY, 1966. 
Hawkes, Jacquetta, The Atlas of Early Man, 

St. Martin's Press, NY, 1976. 
Thorndike, Joseph J., editor. Mysteries of the 

Past, American Heritage, NY, 1977. 
Time-Life, The Spanish West, Time Life Books, 

NY, 1976. 

In addition, various issues of popular mag- 
azines such as National Geographic and Scien- 
tific American carry articles useful to the war- 
gamer. U. S. National Parks and Monuments 
almost all have interesting and useful guides. 
The best example I have seen is the guide to 
Aztec Ruins National Monument in New 
Mexico. It covers the architecture, technology, 
and descriptions of the societies which archae- 
ologists have been able to detect and describe. 
Local museums also carry descriptive pamphlets 
that are informative. Research for gaming does 
not have to equal research for a master's thesis; 
the primary criterion is fun. 



17 



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NEBULA AWARD WINNERS: Best novel: 
DREAMSNAKE by Vonda Mclntyre, Best 
Novella: THE PERSISTENCE OF VISION by 
John Varley, Best Novelette: A GLOW OF 
CANDLES, A UNICORN'S EYE by Charles 
Grant, Best Short Story: STONE by Edward 
Bryant. 

YOU HEARD IT HERE FIRST DEPART- 
MENT: According to a reliable and highly 
placed source, the first sentence of the new 
Heinlein novel reads as follows-"He's the mad 
scientist and I'm his beautiful daughter," she 
said. 

The novel, according to one source, is simi- 
lar to Kurt Vonnegut's BREAKFAST OF 
CHAMPIONS, which Vonnegut used to "set 
free" all the literary characters who had served 
him during his writing career. 

FORTHCOMING BOOKS: Poul Anderson, 
Gregory Benford, William Rotsler, James Tip- 
tree, Piers Anthony, and Larry Niven have all 
just finished books and sent them to their pub- 
lishers. The Niven novel is the sequel to RING- 
WORLD. 



MOVIE NEWS: ALIEN from 20th Century Fox 
has hit big. The film, described as a horror thril- 
ler in space, is doing tremendous box office 
and may challenge STAR WARS for the largest 
money making film title. The movie has re- 
ceived excellent reviews, and we understand the 
word-of-mouth is also quite favorable. To quote 
one review: "ALIEN is so frightening it will 
scare the peanuts out of your M & M's." 




GAMING CONS: 

CWA-Con: (July 21-22) Loyola University, 
Chicago, IL. The agenda includes tournaments 
in both board and FRP games along with 
contests in miniatures painting. Info: Chicago 
Wargamer's Assn., 3605 Bobolink, Rolling 
Meadows, IL 60008. 

GEN CON XII: (August 16-19) University 
of Wisconsin-Parkside, Kenosha, Wisconsin. 
One of the major cons. Sponsored by TSR, 
GenCon features trophies and cash prizes 
in all the tournaments along with the usual 
exhibits, panels, and demonstrations. 



COUNCIL OF THE FIVE NATIONS: (Oct. 
6-7) This is the fifth annual war games conven- 
tion sponsored by the Schenectady War 
Gamers Association. For information write 
Gerald D. Seypura, 20 Randi Road A 3, Schen- 
ectady, NY 12309. 



Nftwsft Hug s 



WINTERCON VIII: (Nov. 16-18) 

The winter version of MichiCon. WinterCon 
is sponsored by the Metro Detroit Gamers 
(probably the best gaming club in the country) 
and the con has all the usual features. Info: 
MDG, 2616 Kenwyck, Troy, Ml 48098. 



SF CONS: 

WESTERCON 32: (June 29- July 2) 
Sheraton Palace, San Francisco, CA. GoH: 
Richard Lupoff, Fan GoH: Bruce Pelz. Mem: 
$7.50. Info: Westercon 32, 195 Alhambra St. 
no. 9, San Francisco, CA 941 23. 

ARCHON III: (July 13-15) Airport 
Hilton Inn, St. Louis, MO. GoH: Joe Halde- 
man. Mem: $5 til 7/1, $8 after. Info: Ar- 
chon, PO Box 15852, Overland, MO 63114. 

DARKOVER GRAND COUNCIL MEET- 
ING: (July 13-15) La Guardia Sheraton, 
New York, NY. GoH: Marion Zimmer Bradley 
(who else). Mem: $10 till 7/1, $15 after. 
Info: Judy Gerjuoy, Armida Council, PO Box 
355, Brooklyn, NY 11219. 

DEEPSOUTHCON: (July 20-22) Le Pavil- 
lion Hotel, New Orleans, LA. GoH: R.A. 
Lafferty. Mem: $10. Info: Sons of the Sand, 
Ltd.. 1903 Dante St., New Orleans, LA 70118. 

OKON 79: (July 21-22) Mayo Hotel, 
Tulsa, OK. GoH; Jack Williamson, C.J. Cher- 
ryh, James Gunn, Bob Tucker. Mem: $6.50 
till 7/1, $8 after. Info: Okon '79, PO Box 
4229, Tulsa, OK 74104. 



SEACON 37th WORLD SF CON: (Au- 
gust 23-27) Metropole Hotel, Brighton, Eng- 
land. GoH: Fritz Leiber, Brian Aldiss. Atten- 
ding mem: $15, supporting mem: (this allows 
you to vote on the Hugos) S7.50. Info: Sea- 
con '79, 14 Henrietta St., London, WC2E 
80J.UK. 

NORTHAMERICON: (August 30 - Sept.3) 
Gait House, Louisville, KY. GoH: Frederik 
Pohl. Mem: $10 till 6/30, $15 after. Info: 
NorthAmericon, PO Box 58009, Louisville, 
KY 40258. 



PGHLANGE: (Sept. 28-30) Marriott Inn, 
Pittsburgh. PA. GoH: Gene Wolfe. Mem: 
$7 till 9/15, $9 after. Info: Barbara Geraud, 
1202 Benedum-Trees Bldg., Pttsburgh. PA 
15222. 

OTHERCON III: (Sept. 28-30) Ramada Inn, 
College Station, TX. Memberships: $8 till 9/15, 
$10 after. Guest of Honor: George Martin. 
Info: OtherCon III, P.O. Box 3933, Aggieland 
Station, TX 77844. 



18 



MOSCON I: (Sept. 29-Oct. 1) University Best 
Western Inn, Moscow, Idaho. GoH: Verna 
Smith Trestrail (Doc Smith's daughter, Alex 
Schomberg, Jessica Amanda Salmonson. Mem: 
$6 till 9/1. $8 after. Info: Moscon I, P.O. Box 
9141, Moscow, Idaho 83843. 



WORLD FANTASY CON 

FIFTH WORLD FANTASY CONVENTION: 
(Oct. 12-14) Biltmore Plaza, Providence, Rl. 
GoHs: Frank Belknap Long, Stephen King. 
Mem: $15 till 9/1, $20 after, $3 supporting. 
Info: 5th World Fantasy Convention, 43 Kepler 
St., Pawtucket, Rl 02860. 

CONCLAVE: (Nov. 2-4) Ramada Inn Metro, 
Romuslus, Ml. GoH; A.E. Van Vogt. Mem: 
$6 till 9/16, $8 after. Info: EMU SF Society, 
117 Goodison, Ypsilanti, Ml 48197. 

PHILCON '79: (Nov. 9-11) Sheraton Valley 
Forge Hotel, King of Prussia, PA. GoH: Joan 
Vinge. Mem: $6 till 10/1, $8 after. Info: Randi 
Millstein, 10104 Clark St., Philadelphia, PA 
19116. 

ORYCON: (Nov. 9-11) Sheraton Portland 
Hotel, Portland, OR. GoH: John Varley, Dick 
Geis, Ursula K. LeGuin, Mildred Downey Brox- 
on. Mem: $6 till 10/1, $8 after. Info: OryCon, 
P.O. Box 985, Beaverton, OR 97005. 

NUTRIACON (Nov. 30-Dec. 2) Grand Hotel, 
New Orleans, LA. GoH: Karl Edward Wagner, 
Bob Tucker, George Alec Effinger. Mem: $6 
till 10/31, $9 after. Info: Tom Longo, 6221 
Wadsworth, New Orleans, LA 70122. 



GAMING NEWS: 

CHARLES ROBERTS AWARDS 
NOMINATIONS: 

Pre 20th Century: 

AGINCOURT(SPI) 

BATTLE DE PREUSSISCH-EYLAU (ME) 

NAPOLEON AT BAY (OSG) 

SOURCE OF THE NILE (DISCOVERY) 

STONE WALL (SPI) 
20th Century: 

ASSAULT ON CRETE (AH) 

CROSS OF IRON (AH) 

GREEN FIELDS BEYOND (SPI) 

THE NEXT WAR (SPI) 

OPERATION CRUSADER (GDW) 
FANTASY/FUTURE: 

ILLIAD (GDW) 

GAMMA WORLD (TSR) 

MAYDAY (GDW) 

OBJECTIVE MOSCOW (SPI) 

SWORDS & SORCERY (SPI) 
PRO MAGAZINE: 

FIRE & MOVEMENT 

GENERAL 

MOVES 

STRATEGY & TACTICS 
AMATEUR MAGAZINE: 

PERFIDIOUS ALBION 

SIGNAL 

SWABBERS 



HERITAGE INVITES GAME DESIGNS: 
Arnold Hendrick is looking for freelance auth- 
ors and game designers interested in RPG, 
board games, and miniatures. For information 
contact Arnold Hendrick, c/o Heritage Models, 
9840 Monroe Drive, Bldg. 106, Dallas, TX 
75220. 

COMPUTER GAME: If you have a computer, 
URSINE ENGINEERING will send you (for a 
fee) an annotated program and instructions for 
their Galactic Empires game. This software is 
written for Apple II, but it can be easily modi- 
fied to run on any computer that uses BASIC. 
8 K of memory is required. Galactic Empires 
pits 1 to 20 players against each other and the 
computer for control of the 40 star systems of 
the galaxy. This is a test market situation, but 
it should be quite interesting. For more infor- 
mation write Tom Cleaver, URSINE ENGI- 
NEERING, 6805F Carolyn Road, Louisville, 
KY 40214. 

GDW NEWS: Game Designers' Workshop is 
planning to release a number of new games at 
Origins. Among the SF games will be BELTER: 
politics, economics and combat in the asteroid 
belt; SNAPSHOT: piracy, mutiny, boarding 
parties, and more in this addition to the Travel- 
ler series; KINUNIR: is also a Traveller supple- 
ment and it contains the quest for the Starcruis- 
er Kinunir. 



SCIENCE FICTION CHRONICLE is a monthly 
newsmagazine comprehensively covering the 
science fiction field. Each issue features major 
stories about SF publishers, writers, editors, 
artists, etc. Regular features include People, 
Film, Radio/TV, Record news, new products, 
new toys, models, games, hobbies, etc. The 
staff of S. F. Chronicle have many years com- 
bined experience in books, consumer and trade 
magazines, TV and radio broadcasting, news- 
paper publishing, etc. Single copy price $1 .00. 
Charter subscription price $8.00 First Class 
Mail in US and Canada, $12.00 airmail outside 
North America. S. F. CHRONICLE, P.O. Box 
4175, New York, NY 10017. 



TREASURY OF ARCHAIC NAMES, VOL. I, 
lists over 5000 names in dozens of charts with 
over 50 million combinations potential. A ref- 
eree may create 'stock' names for lists of char- 
acter professions or consult the charts for that 
perfect, heroic name. Available from Judges 
Guild; 1165 North University Avenue; Decatur, 
IL 62526, for $4.95. 




19 



The infantryman flew above the trees, 
searching for glots. His powered combat-suit 
was whining in protest from the strenuous 
paces he had put it through in the past few 
hours of fighting. He'd found the creatures 
everywhere he searched, killed and killed. 
When he thought of all the glots he'd seen 
slinking in the undergrowth all around the 
Base, a cold sweat broke out on his forehead, 
ran down his lantern jaw and into his helmet's 
air-filters. There was no question, the glots 
were making their all-out effort here on this 
planet, now, and the human command would 
not lift a finger in any honorable attempt to go 
down fighting. Well, by God, he'd go out 
honorably, fighting like a man, even if none of 
the others back at Base would. That was what 
being a man was all about, after all. And the 
nest of glots he'd landed in the middle of back 
there had realized that, just instants before 
he'd lobbed the tac-nuke grenade into their 
midst and zoomed out again. The fallout 
would linger only a few days, he knew, but 
even so it'd be a while before anything grew in 
the new, large crater. 

He knew he should be getting back to 
Base for repairs. But, the thought of con- 
fronting his incompetent superiors now, after 
violating orders the way he had and striking 
out on his own (after vandalizing the Recall 
circuits in his suit so he wouldn't be pulled 
back like a pup on a leash - he wasn't supposed 
to know how to do that) - the idea of returning 
filled him with revulsion. He wouldn't have to 
meet them ever again, he told himself. He had 
gone out here intending to die a hero's death, 
and only fast reflexes and dumb luck had kept 
him alive this long. He didn't expect to live to 
see Carmine Ill's reddish sunset, and that single 
piece of knowledge made him a terrifying 
warrior. 

A small panel in his helmet beeped. His 
attitude jets were almost out of fuel, and the 
warning light blinking by his left eye told him 
that unless he wanted to careen about in the 
air helplessly, pushed all around by his a-grav 
unit, he'd better go the rest of his way on foot. 
Finding a likely clearing, he surveyed the 
landscape from above briefly, looking for 
snipers, before he finally touched down square- 
ly in the middle of the open space. And just 
barely in time, too -- less than a meter above the 
ground, he felt his suit wobble and saw a light 
glow solid red as the atttitude jets finally gave 
out. No chance of getting back up now - under 
his own control, at least. 

He made the best of it though, being re- 
signed to die any way he could. As long as it 
was honorable. As long as he was busy killing 
glots when they finally got him. He had plenty 
of ammo and he intended to use it all. Looking 
for targets, he plunged into the dense, alien 
growth of Carmine III. 

He hadn't gone ten meters into the frond- 
like bushes before a noise attracted his atten- 
tion. It was from just behind him. He turned 
to stare, and before his startled eyes, two glots 
entered the very clearing he had only just then 
vacated. He hunched down to watch in silence, 
unconsciously tonguing his suit's Hearing 
Control to maximum. He hoped the camou- 
flage paint on his armor would protect him long 
enough to size up the situation. 



SOLDIER 
IN THE 
SKY 



bv 



Allen Varney 



The glots wore suits like he did; they were 
decorated with the same color of camouflage 
paint, and in general would have looked a lot 
like his own, except theirs were squatter and 
had the wrong number of limbs. They glanced 
around, up and down, then trundled out to the 
clearing's center where his landing had kicked 
up a pile of dirt. They stared fixedly down at 
the skid marks. 

As the soldier watched the glots' inhuman 
behavior, he once again felt his eyes watering 
with pain and hate, felt a red haze envelop his 
brain. Sawyer's image rose before him. Sawyer 
who'd been his friend, who'd laughed and joked 
with him, who'd shared meals and had long 
conversations with him, who'd gotten killed by 
a glot grenade in the last human offensive, too 
long ago. She'd never known what hit her 

Rage filled him, he couldn't control himself. 
With one leap his suit carried him crashing 
through foliage and fronds to face the aston- 
ished glots. He was out of grenades, but 
T-shells would do. He shot twice before the 
creatures could even raise their stunguns; the 
shells blasted through their armor and the suits 
puffed out as they barely contained the explo- 
sions. He loved to see them puff out that way, 
it made him laugh with glee to see it again. 

He went over and inspected the remains. 
Stunguns. He'd noticed that but it only now 
sank in. Why would hostile glots carry non- 
fatal weapons? Before he could think about it, 
a colossal disturbance in the jungle made him 
whip around in time to gasp at the sight of an 
entire glot patrol flying and leaping toward 
his clearing. It took him a tenth of a second to 
realize the two he'd just killed must have been 
advance scouts. Before the tenth was up, he 
was firing at the aliens, spitting T-shells by the 
clip. 

He knew he didn't have a chance. Already 
he saw several of the enemy readying grenade 
launchers. His only goal was to take as many of 
them with him as possible, and his desperation 
helped him form a plan in a split-second. His 
armored hand reached back and slapped at his 
warpack. Long months of training guided his 



fingers instantly to the proper stud, made them 
push it, helped them catch the Darkbomb as 
it sprang forth. Even as the glots were taking 
careful aim at his chest he threw the bomb 
hard against the ground in front of him and was 
immediately enveloped in swirling, opaque 
smoke. In the murk he lunged to one side, just 
in time to dodge the screeching T-shells slashing 
the air where he was. He took an instant to 
mutter thanks that they weren't heat-seekers. 

He pushed through the curtain of smoke 
and into the open air on the far side from the 
glots. Random shots pierced the veil, but he 
knew they wouldn't risk rushing through 
blindly. But, the Darkbomb wouldn't keep 
smoking forever. The soldier ran for the far 
side of the clearing in great bounds. He chose 
a tree on the edge of the jungle that looked 
stouter than the rest, and leaped. 

In the air, he tongued his a-grav unit to ON. 
He felt himself become weightless instanta- 
neously and zoom even faster toward the thick, 
frond-covered tree. He hit it with a crash that 
made his ears ring, and felt his groaning armor, 
which had already stood up to so much today, 
creak in protest. But the tree held, and just as 
he'd planned, he bounced back high in the air, 
his warpack whining unevenly. 

He felt a brief spasm of terror when he 
thought he might miss the curtain of smoke 
and go sailing off to one side; he had no control 
now that he was airborne. But in a second, 
he felt intense relief as he penetrated the oily 
murk high up on its right side. He grasped his 
weapon more tightly. 

His head had barely cleared the smoke on 
the other side before he gunned down a glot 
just beneath him. He heard shouts and warn- 
ings as he drew a bead on another, and before 
he could fire, his aim was ruined as a great 
shuddering impact made his whole suit shake. 
He managed a rapid glance down and saw that 
his right leg had been blown off. He didn't 
even feel it; he just wanted to kill. 

He fired again at the nearest enemy, only 
winging it; but the T-shell did its job as the 
alien suit echoed with the inner explosion. 
His a-grav unit carried him further and further 



20 



out of range, but he still had time to bring 
down one more. . . .that one sighting on him 
right now, say, the one with the strange-looking 
stungun -- stungun? His eyes began to cloud, 
but he saw the enemy fire and a weird metallic 
object flew up at him, turning end over end. 
It clanked as it hit his suit and stuck, leechlike. 
His only thought was, this is the end. But he 
didn't explode; instead, his suit went rigid, 
trapping him immobile inside it. He couldn't 
even pull a trigger. It was a paralyzer, he 
belatedly realized; he was under their control 
now, they had taken over his a-grav unit. He 
would be carried down to them where, he 
knew, they would torture him at their leisure. 
Terror and rage warred within him. This wasn't 
the way he was supposed to go! 

He felt himself halt in the air, then move off 
slowly away from the enemy patrol. Oh no, 
he thought, they're floating me over to their 
home camp so everyone can get in on the fun. 
He felt too weak even to struggle against the 
traitorous armor; he must have lost too much 
blood. He had to keep from passing out. 

Then, as he began to fly along faster and 
faster, he realized he knew where he was 
heading. A surge of fear and excitement 
brought him back to full consciousness. And 
when he was floated gently down to his home 
Base, where his milquetoast officers and his 
fellow soldiers were waiting for him, he was 
wide awake. 

As he lay on the ground he felt people 
clustering around, disarming him. Then they 
shut the paralyzer off; he found he could move 
again. His CO was standing over him glowering; 
an aide was whispering the soldier's name in 
the commander's ear. 

"Well, soldier," the gruff old colonel said, 
"couldn't stand the inactivity, could you? Had 
to go out in a blaze of glory. But while you 
were out there Fighting the Good Fight for 
Mother Earth, your disobedience nearly sabo- 
taged our peace negotiations with the enemy's 
High Command! Fortunately," she finished, 
"we managed to finish writing a treaty despite 
your stupid stunt." 

No, no, he thought, and gasped, "P-peace?" 
Her expression didn't change. 'That's 
right. If you could have restrained yourself 
half a day more, you wouldn't have gotten 
yourself killed. As it is, you probably would 
have died a hero a lot sooner, if the patrols 
on both sides that went out looking for you 
hadn't been armed with just stunguns. The 
glots were very cooperative; they adapted a 
few stunners to fire paralyzers. I see that's 
what finally got you." 

As the colonel spoke the soldier began to 
feel the first agonizing pains where his leg had 
been. "But they were firing at me," he man- 
aged to say, "firing T-shells." 



"Self-defense. You were killing too many 
of them. Besides," the old woman said, almost 
smiling for the first time, "we might overlook 
some small violation of the treaty, in certain 
cases. Right now it looks like our alien friends 
have disposed of a small annoyance for us. No 
need to bother with any nasty courts-martial." 
She looked up from the soldier to the other 
troops still lingering around. "Take him into 
the jungle and finish the job," she said to them. 
And as they switched on the paralyzer again 



and carried his immobile form toward the edge 
of the dark, ominous undergrowth, he heard 
the colonel turn to her aide and tell him, "Re- 
lay the news to Headquarters: one fatality, 
resulting from equipment malfunction; not 
combat-related." 

And as he was hauled out of earshot and the 
foliage rose up all around him, he silently 
shrieked. No! This isn't the way a hero should 
die! 




21 



STARFIGHTER 

:a review 

by 

Tony Watson 

Gametime Games is a new company, closely 
associated with Heritage Models. It offers a 
line of boxed, hardboard-mounted games made 
to appeal to a much broader spectrum of play- 
ers than just hardcore wargamers. While these 
releases are quite lean on the simulation aspect, 
they are colorful and playable, featuring a 
high degree of physical quality. 

STARFIGHTER is one of the company's 
two SF offerings. It is a simple board game 
for two to four players, and as the name 
implies, deals with tactical space combat. The 
emphasis is on fun, but STARFIGHTER 
possesses a certain degree of sophistication 
which requires some skill. 

The game board is a field of six armed 
stars which govern movement in a manner 
that works like a hex grid, but is more esthe- 
tically pleasing to look at, and is in keeping 
with the game's subject matter. Each star 
serves as a space for the movement of ships 
with direction of movement and fire traced 
along the arms of the stars. Each of the four 
corners of the map has a colored circle, one per 
player, that serves as home base, or starting 
point for each side. In addition, each side 
had a colored triangle along the middle axis 
of the board to the far side of the home base. 
This represents a space station. The basic ob- 
ject of the game is for the players to get one of 
their ships, the Star Transport, from their 
home base to their space station, while at- 
tempting to prevent the others from doing the 
same. 

The board is more than clear space. "Ter- 
rain" consists of six larger circular counters: 
two planets, which impede movement, two 
asteroids, which cause slight damage to ships 
moving through them, and two black holes, 
which destroy any craft entering them. These 
features are placed on the board at specifically 
marked hexes using a two dice system. An 
optional rule allows these counters to be placed 
upside down and not revealed until moved into. 

The board also doubles as a record keeping 
aid. Along each edge of the board are a series 
of circles, numbered one through ten. These 
are used to keep track of the damage each ship 
takes through the course of the game. 

The counters used in the game are very nice. 
They are all double thick and circular in shape. 
They come in a couple of sizes; small, for 
information purposes, and large, for space 
craft and terrain features. The ship counters 
are very nice. Each has a full color picture of a 
spaceship on it (different designs for each 
player). The drawings are quite imaginative 
looking, if a little strange, and gamers should 
appreciate the effort made to give the game 
some flavor in this way. 

Movement is handled in a fairly simplistic 
way. There are three types of ships. The 
Startransport and Starcrusier may each make 



one move per turn; Starfighters are more mobile 
and may move two. A move consists of orien- 
ting the craft's facing by 60 degrees, or moving 
one star forward in the direction the ship is 
pointed. The real twist to the movement 
portion of the turn comes in the sequencing 
of which ship moves when. Each player 
deposits a set of three numbered chits, corre- 
sponding to his three spaceships in a cup. 
These are drawn out one by one and a ship 
makes its move as its chit is drawn. Since 
ships fire after they move on an individual 
basis, this makes quite a bit of difference. 
Players must be aware of which opposing 
ships around them have moved and which 
have not, so as to better weigh the consequen- 
ces of their moves. And, because movement is 
so limited, players who learn to plan ahead 
usually do better than those who do not. 

This brings us to the combat rules. Again, 
very simplistic, the combat system in STAR- 
FIGHTER seems to have it's own logic. No 
dice are involved. Opponents who make the 
appeal of poor luck after their defeats will 
have no recourse here. The maximum range 
for a ship's energy ray weapon is four stars. 
The Starfighter type of ship may fire only to 
its front. The Starcrusier may fire up to three 
rays per turn, one for each of its forward 
facings. Startransports may not fire at all. 
Damage done is the inverse of the range of the 
shot, that is damage done at a range of four 
is one; damage at a range of one is four, and so 
on. Damage is recorded by sliding the appro- 
priate damage marker on the side tracks down 
the correct number of spaces. Each type of 
ship may take up to ten points of damage 
before destruction, though accumulated dam- 
age before destruction has no effect on per- 
formance. 



In addition to the basic rules outlined 
above, a number of quite useful optional 
rules are included. Hiddenship types allow 
players to hide the type of each ship until it 
engages in combat, or moves in a manner 
only a fighter could. Hyperdrive allows chancy, 
but swift, random movement using dice and a 
scatter diagram. Another rule allows 

players to alter the type of ships they select. 
In the basic game, each player has one of each 
type of ship; this option allows them to take 
what they wish, as long as at least one Star- 
transport is chosen. The most interesting 
of the options is that dealing with screens. 
These are special counters, one per Starfighter 
or Startransport and two per Starcrusier, which 
are placed after movement facing, but in one 
direction. Any fire received along this line 
is reduced by one. The screened ship may not 
fire in the direction of its own screen. On the 
whole, the optional rules are quite well thought 
out and in keeping with the basic style of the 
game. They do not clutter the game, but often 
serve to enhance, adding to the tactical chal- 
lenge. 

STARFIGHTER takes about an hour to 
play (a little longer with a full complement 
of four). The nature of the system for deciding 
movement keeps everyone involved throughout 
the whole turn. The rules are simple enough 
to allow you to play the game with wives or 
girlfriends, little brothers or sons, but STAR- 
FIGHTER offers a tactical interest which even 
more jaded SF gamers can appreciate. All in 
all, it is a fun little game, further enhanced 
by its high physical quality. 

STARFIGHTER is $10 (boxed) from 
Gametime Games, 9840 Monroe Drive No. 106 
Dallas, Texas 75220. 




22 



KNOW THYSELF 

:a system of 
personal 
evaluation 
for T.F.T. 

by 

Brian McCue 



One of the important features of Melee and 
Wizard is that they are role-playing games in 
that the units are individuals with the personal 
attributes of strength, dexterity and intelli- 
gence. When you play either of these games 
you are supposed to identify with the unit 
or units you are controlling, as if you yourself 
were casting spells and fighting off monsters. 

A complaint about Melee and Wizard is that 
they do not offer a set variety of characters. 
Players are obliged to create their own charac- 
ters, so the game has great flexibility but lacks 
the element of having to make do with a given 
character. In adventure fiction, not to mention 
real life, commanders have to reconcile the 
available forces with the task at hand; they do 
not have the capability of tailor-making the 
soldiers they want. 

In this article I present a method of creating 
a character based on a real individual; yourself 
if you want. It is all very well to create a hero 
and have him or her fight the ores, but how 
would you fare if pitted in mortal combat 
against the fierce monsters and powerful 
magicians of The Fantasy Trip? With three 
simple tests, you can find out your own DX, 
ST and IQ and enter the game in person. 

THE DEXTERITY TEST: This test is based 
on the familiar trick in which the victim finds 
one cannot grasp a dollar bill dropped through 
one's grasp. The person to be tested holds a 
hand out, thumb and forefinger one inch apart, 
forming pincers in a horizontal plane. A twelve 
inch ruler is held vertically just over the per- 
son's grasp. The object of the test is to catch 
the ruler between thumb and forefinger, with- 
out moving the rest of the hand. An indivi- 
dual's score on the test is the reading in inches 
at the point where he or she caught the ruler. 
Round fractions up and add eight to get the 
DX. Thus if the ruler was caught after falling 
half its length the resulting DX is fourteen, but 
if it falls two-thirds of its length the DX is only 
twelve. There is no danger of anybody catching 
the ruler in the first four inches and thereby 
getting a DX of more than sixteen, but I have 
seen people miss it altogether for a DX of eight. 

THE STRENGTH TEST: To take this test, 
do as many chin-ups as possible. They should 
be done the hard way, with the palms turned 
from the body. The total is added to eight to 
get the ST value. ST's over sixteen are rounded 
down to sixteen, but they will be rare unless 
you recruit your wargame opponents at the 
local fitness club. 

THE INTELLIGENCE TEST: Testing 




intelligence is a complicated thing, far beyond 
the capability of the amateur. Fortunately, we 
all take the Scholastic Aptitude Test at one 
time or another. The verbal and quantitative 
SAT scores are converted to Fantasy Trip IQ 
by adding them, dividing by two hundred, 
rounding down, and adding eight. Thus, a 
player with scores of 680 and 710 gets a 
Fantasy Trip IQ of 14. Since each test score 
runs from 200 to 800, the range of IQ's is 
from ten to sixteen. 

One result of this system is that it provides 
players with characters which are inherently 
unequal. The system of giving everybody 32 
points to distribute among DX, ST, and IQ 
does not. Of course, making characters unequal 
need not make the game unbalanced, just more 
interesting; two inferior characters could take 
on an excellent one. 

In a campaign setting, such as Death Test, 
exploration parties must be chosen with an 
eye towards getting a balanced team. Using 
my system of evaluating personal characteris- 
tics, forces players to choose their team-mates 
well, so as to get a good group of characters. 
The big dumb guy nobody used to want to 
play with may find himself very much in 
demand. 

The personal test system also introduces 



the possibility of improving one's self so as to 
improve one's character. The ST could easily 
be raised to a maximum over a period of weeks, 
and the DX improves with practice of the ruler 
test. Even the IQ could go up if one were to 
take the SAT's again. I can imagine players 
training rigorously for the next Melee tourna- 
ment, but I would prefer to stick to the ex- 
perience point system given in the standard 
rules. Not only does it keep the emphasis on 
the game, but it fosters the illusion of being 
transported like John Carter to another world, 
and forced to improve according to conditions 
on that world. 

Finally, the personal test system gives the 
miniatures fan a challenging figure to paint: 
his or her self. First a casting of suitable 
proportions must be found, and then it must 
be painted to resemble the prototype. Not 
only could the details of hair, eyes and skin 
be attempted, but also the color of a favorite 
article of clothing. Those who really enjoy 
modeling themselves can even do so repeatedly, 
for a variety of periods and/or equipmentl 



23 



GUNSHIP 2000 

by 

Nevin J. Templin 

At the recent West Point Wargames Con- 
vention (most ably handled by the cadets of 
The Military Affairs Club of West Point Military 
Academy), Stan Johanson Miniatures displayed 
a futuristic ground war rule set and an accom- 
panying line of miniatures. Gunship 2000 
is a simple, fast playing set of rules covering 
ground and limited air combat in the year 
2000. The rule set includes a point system 
to allow the players to easily develop their 
own balanced games. 

What makes the game of special interest 
is that many of the miniatures are adaptable 
to OGRE/G.E.V., the game giving the feeling 
of a 3-D version of OGRE, but with even 
a faster pace and more dangerous battlefield 
than found in OGRE. The castings are in 
1/300 scale, making them compatable with 
other companies products. Those pieces 
currently available are: 

The Gunship: A hovercraft with light 
weapons, very fast, but with a limited fire 
control ability. A very nice casting, the gunship 
is a fast and nasty looking affair. 

The Light Tank: Well sloped armor and a 
short, large caliber weapon give the light 
tank a crisp and lethal appearance. 

The Heavy Tank: A relatively slow moving 
vehicle, the heavy tank has the advantage of 
very heavy armor and a potent but short 
range main gun. The casting is a bit lumpish 
and the least attractive in the line. 

The Universal Mobile Firing Platform: A 
standard self-propelled lightly armored vehicle 
which varies according to the major weapon 
carried. The main weapon is mounted over 
the rear and a small anti-aircraft, anti-personnel, 
radar or other fire control turret over the 
forward cab. Vehicles in this family include 
the Anti-aircraft Missile Tank, the Mobile 
Howitzer, and a Missile Tank mounting a 
surface to surface missile. 

A Vertical Take-Off or Landing (VTOL) 
Transport: The VTOL Transport can carry 
1 howitzer, 1 Light Tank, or 1 Platoon (3 
squads), and allows rapid movement of troops 
and equipment as well as the use of vertical 
envelopment tactics. 

The Howitzer: The casting is a fixed gun 
with gun, rounds and base molded into one 
piece. 

Infantry: 1, 2, and 3 man stands represent 
squad to platoon strength units. 

Aircraft and an extra heavy tank are soon 
to be added to the existing line. 

These vehicles are available from: Stan 
Johanson Miniatures, 4249 East 177 Street, 
Bronx, N.Y., 10465. The units come in packs 
of five, while the rule set has no price listed, 
but should be very inexpensive. 



Attributes 
of the 
Deryni 

by 

Neill E. Frizzell 

In TSG no. 21, Mr. Pehr's article on the 
Deryni was quite interesting. His suggestion of 
adding Deryni characters in MELEE and 
WIZARD was a superb idea. The addition of 
the Deryni to MELEE, WIZARD, and DEATH 
TEST adds a new scope to these games. In 
play-testing Deryni characters, I have found Mr. 
Pehr's statement concerning combat between 
Human and Deryni warriors to be true. The 
Humans (or other races such as Dwarves, Elves, 
Ores, etc.) simply do not stand a chance. 
However, when a Deryni is matched against a 
wizard, the odds are a little better. You should 
bear in mind, however, the chances of the 
wizard winning are still slim, and the Deryni 
will win more often. These examples were 
based on beginning characters, and the outcome 
of combat between experienced characters can 
be quite different. 

An interesting confrontation is that between 
a Deryni and a team consisting of both a fighter 
and a wizard. In this situation, the Deryni is 
matched against two opponents, yet play-tes- 
ting of this particular type of confrontation 
reveals the Deryni still has about a fifty percent 
chance of winning. I should like to point 
out that continued play of confrontations of 
this nature yields a steadily decreasing margin 
of success for the Deryni as each of the charac- 
ters increases in experience. Even an experi- 
enced Deryni matched against a single experi- 
enced wizard has his success margin lowered 
considerably. 

The combat situations listed above are what 
would occur if Deryni were limited to only 
those abilities listed in Mr. Pehr's article. The 




Deryni are a very special (and rare) breed. 
They should be allowed to use all of the spells 
listed in WIZARD. However, Deryni should 
not be allowed to learn any new spells until 
they obtain an IQ of 13. The reason: one IQ 
point should be needed for each ability or 
spell a Deryni might know (even though these 
abilities may be used regardless of IQ). 

If you count all of the abilities listed in Mr. 
Pehr's article, you will come up with a total of 
twelve. The rules in WIZARD concerning 
magical conflict state a character may only 
know as many spells as he has IQ points. 
Since a Deryni begins the game with twelve 
"spells" available to him, he should not be 
allowed to learn any new spells until he reaches 
an IQ of 13. Of course, Deryni characters 
may only choose spells which their IQ would 
permit them to learn (just as wizards do). 

Deryni can be very useful in the DEATH 
TEST labyrinth. Their ability to Restore 
Strength to other characters has proven itself, 
through play-testing, to be a distinct advantage 
in critical situations. Also, if you send a 
party of four adventurers through the DEATH 
TEST labyrinth and have a Deryni as one 
of the characters, you gain the advantage of 
having access to five different character abilities 
while still meeting the four character limit 
stipulated by the rules. Remember, however, 
Deryni are a rare breed. To simulate this, 
only one Deryni should be allowed to enter 
the DEATH TEST labyrinth in any party 
which goes through. 



QUAZAR 

:a review 

by 

W. G. Armintrout 



Let me take you on a journey of disillusion- 
ment. 

The game is QUAZAR. It comes from Ex- 
calibre Games Inc. Perhaps you have seen those 
advertisements for this monster-sized fiction 
game? Words like: "A massive alien invasion 
force is headed for the galaxy. Failure to stop 
them means termination." I liked what I read. 
I sent in my money. 

One day, a package arrived in the mail. 
I opened the zip-loc bag and shook out the 
contents. I found — 

•FOUR MAPSHEETS, each part of a big 
map which is 42" by 54" (that's twice as big as 
GODSFIRE, friends!). The printing was black 
and white. There were three sizes of planets; 
one-, three-, and seven-hex types, each surroun- 
ded by a gray-shaded ring of planetary screen. 
There were the Outer Galactic Meteor Fields 
and the Gaseous Clouds. There was even a 
scale near one corner for keeping track of turns, 
from one to forty. Looking good so far. . . . 

*FOUR SETS OF COUNTERS, die-cut, 
marked with sillouette artwork. There were 
840 of these in all. The two player sets. Human 
and Alien, were broken down by color into 



24 



Space and Ground units. In tiny letters, I 
could make out some captions: "Space Dread- 
nought", "Mau", "Star Rangers", "Clone". All 
types of special pieces! Excellent quality 
material! This must be some great game! 

•THE RULESBOOK. Ah, surprise. Only 
the size of six typewritten pages, printed on 
heavy yellow stock, a mere 3700 words. Gosh! 
After all, a MicroGame is supposed to have a 
minimum of 4000 words 

•VARIOUS PLAY-AIDS. Some of these 
were obviously useful. The Alien Pod Charts, 
for example, lets the Alien player keep his 
transported infantry off the board instead of 
piling them beneath the Pod transport counters. 
There was the Systems roster, a summary of 
each player's forces. Each player had a com- 
bined Appearance Table and Secret Weapon 
Table, listing At Start forces. Replacement 
schedules, and detailing the secret weapons of 
each side. On a small piece of heavy orange 
stock were the two Combat Results Tables. 
There was a sheet which summarized some of 
the rulesbook material. Lastly, there was a 
page of fiction describing the first alien attack 
against the human world of Galbinus. 

This game looks pretty good, I thought 
to myself. I settled back in my comfortable 
chair and switched on a reading lamp. Lei- 
surely, I opened the rulesbook. Just what was 
this game about? It said right here in the first 
paragraph: 



QUASAR- a simulation between two or 
more adversaries combining individual interac- 
tion over an undifferentiated planetary galaxy 
using mono specialized systems and massive 
redeployment of those systems to engage 
in violent interaction with the adversaries 
system and thus achieve the termination of 
the adversary. 



I pondered that for some time. Odd, the 
cover spells the game title Q-U-A-Z-A-R, and 
the rules spell it Q-U-A-S-A-R. . . As I flipped 
back to check the cover spelling I saw some- 
thing I hadn't seen before. This was a science 
fantasy game. That's different. . . 

I continued with the rules. After the first 
few sentences, I was mentally stocking a 
glossary to translate rulesbook terms into 
common wargamer english. It looked like this: 



My mind also struggled with weird viola- 
tions of common grammar. Isn't there some- 
thing wrong with the sentence: "The first 
half of the full turn or time segment the X-Con 
player moves and after completing sequence 
the Human player then has the option of enter- 
ing into motion."? 

I also marveled at the leniency of these 
rules. After all, most wargames are written in 
terms of "must", "never", and "always". 
This rulesbook prefered to make suggestions: 
"Aliens should bring on at least one unit per 
entry arrow on turn one." Does that mean 
they have a choice? Then there was the threat 
which made no sense. The Human FORBID- 
DEN WORLD, a Secret Weapon, could only 
be destroyed by one of the Human ROBOT 
DESTROYERS or by the Alien DOOMSDAY 
DEVICE. However, the rules said this was 
"not advisable". Wow! How come? Does that 
mean it can't be done, or it can be done but 
our children will be cursed for the next seven 
generations, or what? 

Nor were the rules particularly well orga- 
nized. I suppose this is how the contradictions 
crept in. For instance, the rules state the 
Human player "may never rebuild their screen 
if even a single unit is also on the planet." 
Since the rules for rebuilding planetary screens 
require a human unit to be present, I suppose 
the "single unit" might have been intended 
to be "single alien unit". Then the rulesbook 
tells us that "the Human player must keep at 
least one piece on each planet to man the 
defensive screens", yet in the play-aid sum- 
mary, where the rules for using the screen as an 
offensive weapon are being reviewed, it says: 
"Planets may always fire even if no ground 
units are on the planet if the screen has not 
been destroyed." 

There are also the merely annoying prob- 
lems such as the rule requiring the Human 
player to "garrison" every world. Does that, 
I wonder, mean every world must be occupied 
by ground units, or that every world must 
specifically have a Garrison Infantry type unit 
on it? 

Eventually I began to condense some meaning 
from the chaos of the rules. The map, with its 
39 worlds, was the Quazarian Galaxy (named 
for the centrally located world QUAZAR, 
capital of the Galaxy). The humans lived there. 
The invaders were the dread X-Confederation, 



RULESBOOK 

"violent interaction" 
"random enumerator" 

"six-sided cube" 

"time phase segment" 

"partial time phase segment" 

S.S.P.O. (Space Systemized Probabilistic Outcome) 



WARGAMER ENGLISH 

combat 

die 

die 

full turn 

turn phase 

CRT. (Combat Results Table) 



an allicance of aliens who have been driven 
from their home by someone else and now they 
want to take this galaxy for their new home 
turf. Both forces have space and ground units. 
The X-Con's have 193 space vessels, ranging 
from the planetary screen-cracking Masso de- 
vice to the small and puny Eaau unit (also 
called the Eau and the Gnat in the rulesbook, 
for some reason). The aliens also have trans- 
port ships called Pods to carry their 210 ground 
units: Alien Infantry, Cloned Infantry, Robots, 
Leader Councils, and Infantry Assault groups. 
To resist them, the Human player has 185 
space vessels - the slow but powerful Space 
Dreadnought, the swift Star Cruiser and Star 
Destroyer, and the small and puny Star Escort. 
The humans also have semi-stationary Space 
Stations, Planetary Defense Systems, Computer 
Defense Systems, and the Transports and 
Attack Transports. There are 210 ground 
units: Star Infantry, Garrison Infantry, Star 
Rangers, Heavy Infantry, Long Range Bat- 
teries, and Robot Defense Units. 

Before beginning play, the Human player 
places all of his counters on the map. Every 
world must have ground forces and an orbitting 
spacecraft. All spacecraft must begin the game 
next to a world. On the first turn, the alien 
player should enter along all of seven entry 
arrows with all of his spacecraft, unless he 
chooses to keep 20 spacecraft in reserve until 
turn 2. The object of the game is to eliminate 
the opponent player, or, to capture all 39 
worlds and hold them against counterattack 
for two turns. 

Both players receive Reinforcements via use 
of their Replacement Factors. This is a clear 
advantage for the Human player. Each player 
receives factors for every world he controls at 
different times in the game. The Human 
collects every fourth turn; the Alien every 
fifth turn. Humans collect factors depending 
on the size of the world, while the Alien 
receives the same points per planet regardless 
of its size. These factors may be cashed in to 
buy new units to replace those which have been 
destroyed. Costs for each unit are given in 
factors, with the more powerful units generally 
costing more factors. The large exception to 
this is the human ground units. All ground 
units cost 1 factor to replace, regardless of their 
combat strength. Therefore, the Human can 
replace his Assault Units (6 combat factors) 
as easily as his Garrison infantry (1 factor). 
Since the Human player also begins the game 
by holding all the worlds, he will often have 
enough replacement factors to replace his best 
infantry at a minimal price. 

There are some rules in this section which 
I could not understand the rationale behind. 
No more replacement factors were to be given 
out after the 40th turn. And the Human player 
had to keep 10 transports on the board, or lose 
half his replacements. I wish someone had 
seen fit to explain these rules. 

Combat is split into two phases. The phases 
are Entering Combat, and Occurance of Com- 
bat. I never did figure out the difference be- 
tween the two phases. Somewhere during the 
combat phase, these actions can occur: Attac- 
ker moves his ships and fires. Defender moves 



25 



his ships in a defensive reaction and returns 
attacker fire. Unfortunately, the rules are 
particularly vague here and give no order for 
event. I assume the order is: attackers move, 
defenders move reactively, attackers fire, 
defenders return fire. 

Space attacks are very straight-forward. 
Ships have a combat factor and a range. They 
may attack anything in their range. The rules 
do not say anything about enemy ships bloc- 
king fire (that is, can my ship shoot that 
Transport which is hiding behind your Dread- 
nought?). The attacker figures the attacker/ 
defender combat factor ratio, checks the 
S.S.P.O., and rolls a die. The target is either 
terminated or not terminated. 

Planetary combat is also simple. Ground 
units have various combat factors. One attack 
may be made for each factor. Each attack 
has a one-third chance of destroying the target. 
This means a Garrison Infantry unit, with 
only one attack factor, may make one attack 
per turn. However, it has equal chances of 
destroying either an alien Clone Infantry 
(two combat factors) or an alien Assault 
Infantry (8 combat factors). Ground units 
may attack any units in their own hex or 
adjacent to that hex. The rules are not clear 
on yet another point: may ground units attack 
more than one target per turn, or must all 
their attacks be made against a single adversary? 
The heart of QUAZAR is the Secret Weapon 
business. The Humans have 20 secret weapons 
which appear according to a schedule at certain 
points in the game. These include such items 
as 5 space warps, which attack to ships and 
give them triple the speed of any other ship; 
tracer weapons, which fire like missiles; and 
two ROBOT DESTROYERS (these are robots- 
which-destroy, not destroyers-of-robots) which 
can destroy a planet and anything on the 
planet. The Alien player has only seven secret 
weapons which may or may not show up in 
every game. They appear randomly. These 
include ANTI-MATTER, a device which can be 
attached to one ship, allowing it to self-destruct 
and destroy all space vessels within 3 hexes 
(only known way to destroy a ROBOT DES- 
TROYER); DISEASE, a device which attaches 
to a ship and allows it to seed germs among 
a planet's defenders which progressively kill 
them off; and the CREATURE OF SPACE, 
an "ogre of mankind" which flies through 
space, automatically destroying all ships it 
comes alongside, automatically destroying all 
life on any small world it lands on, and defend- 
ing like eight Space Dreadnoughts all rolled up 
into one. But again, the game is plagued with 
difficulties. About DISEASE, for example: 
can ground units be evacuated from a diseased 
world, or will that spread the germs? About 
the CREATURE OF SPACE: what happens 
if it chooses to land on a large planet instead 
of a small one? And about those TRACER 
WEAPONS of the Human player: why are they 
called Tracer weapons? What do they trace? 

At last, finished with the rules, I decided 
to attempt to play the game. I spread the map 
out on my living room floor and studied it 
for some time. I decided to set up my pieces--l 
would play the Human player-before calling 



my friends over to play the game. Two hours 
later, I was still putting At Start forces on that 
mapl This, last of all, is the worst part about 
QUAZAR--it is too big to ever be played. One 
player cannot set up his pieces in less than 
several hours. By turn two, there are 840 
counters on the map, making turns into long 
nightmares of keeping track of what has been 
moved and what hasn't been. The rules recog- 
nize the fact that QUAZAR is a large game: 
"You will find it wise to use more than two 
players because of the massive number of 
specialized pieces." Amen! I figure it would 
take six people to play this game in any reason- 
able period of time. Unfortunately, the rules 
have no provisions for coalition games. Players 
have to invent their own methods of coopera- 
tion. 



In conclusion, after this discouraging trip 
into sadness and despair, what can I say about 
QUAZAR? The rules are poor, incomplete, 
and contradictory. The game is ill-conceived, 
and too large for normal play. Players who 
want to play this wargame will need to write 
their own rules to replace or supplement 
the ones which come with the game. Buyer, 
beware! Shun this game! Warn thy neighbor! 
Let it not sucker away thy moneyl 

QUAZAR is available from Excalibre Games 
Inc.; Box 29171; Brooklyn Center, Minnesota 
55429. It costs S1 2. 




26 



Vikings in 

Melee 

by 

Ronald Pchr 



The legend of Vikings, as warriors without 
peer, has not diminished with time. It is a 
legend well deserved. Vikings were the terror 
of Western Europe during the Middle Ages, 
and the rise of England as a unified feudal 
kingdom was in large part due to the necessity 
of defending against them. 

Not all Scandanavians were Vikings. The 
term applies to those men who sailed to other 
lands for the express purpose of raiding. Vi- 
kings were not often pirates on the high seas; 
there was too little shipping at sea in those 
days and Viking longboats were not ideally 
adapted for ship to ship combat. Vikings 
landed on coasts, or sailed up rivers, landing 
their narrow, shallow ships and then swarming 
ashore to attack farms or villages. They would 
acquire such loot as they could, then sail back 
to their strongholds to enjoy their ill-gotten 
gains during the impassable northern winters. 

Vikings favored loosely organized, every- 
man-for-himself combat. Usually they were 
bigger and stronger individually than their 
opponents. Beginning Viking figures in MELEE 
might be given an extra ST or two. 

Typical Viking weapons were the broad- 
sword, cutlass, small axe, javelin, and battleaxe. 
Most Vikings didn't wear much in the way of 
armor. Roll a die - on a 1 , 2, or 3 they have no 
armor; on a 4 or 5 they have leather; on a 6 
they have chainmail. 

Most feared of the Vikings were the Berser- 
kers. These were warriors who worked them- 
selves into a frenzy before battle. They would 
fight with seemingly inhuman strength and 
speed, with no regard for their own safety. 
Fear engendered in their foes by the thought 
of facing a dread Berserker undoubtedly aided 
their successes and added to their reputations. 

Berserkers favored the battleaxe. Only 
Viking figures with the requisite ST should be 
allowed to become Berserkers. They often 
wore animal skins, the fanged jaws of wolf or 
bear serving as a helm. This was more to in- 
crease their awesome appearance than for 
protection. Treat such armor as if leather, 
but stopping only 1 hit. 

In battle frenzy. Berserker figures in ME- 
LEE ignore the —2 penalty to adjusted DX if 
they incur 5 hits. Their MA is +2. Berserkers 
never Disengage nor Defend. If someone they 
are battling is aided by others, the Berserker 
will ignore the others until his original oppo- 
nent is dispatched. They will go into HtH com- 
bat only if their battleaxe is dropped or broken. 
Berserkers have an adjusted DX of plus 
1 in combat. When striking barehanded, they 
always do 1 die - 2 points of damage. The 
Berserker frenzy lasts a maximum number of 
turns equal to their starting ST, and ends 
when the fighter dies or voluntarily ends it by 



rolling his IQ on 3 dice. When the frenzy 
does end, a Berserker immediately loses 2 ST, 
falling unconscious if ST then becomes 1 or 0. 
A Berserker will attack a friend if all foes are 
dead. 

An ideal opponent for Vikings is the Saxon 
warrior. They are similar to normal Vikings, 



rather than Berserkers, however they have 
twice the chance of wearing chainmail, and 
every Saxon will have at least 1 small axe. 
Saxons can use a small axe instead of a dagger 
in HtH combat, and add plus 2 to adjusted 
DX when throwing a small axe. 




27 



to wm 



by 

Ronald Pehr 



An interesting character-type for MELEE 
or WIZARD comes from a book called PUR- 
SUIT OF THE SCREAMER, byAnsen Dibell. 
It takes place on an unamed Earth-type world; 
the Screamers themselves are descendants of 
colonists from another planet (possible Earth). 
Due to a series of occurrences, the Screamers 
are isolated from the remainder of the popula- 
tion behind death-dealing forcefields. They 
have lost access to the sentient computer which 
maintains the forcefields, and which also pro- 
vides clone bodies, human or animal, into 
which the Screamers are instantly reincarnated 
when killed. PURSUIT OF THE SCREAMER 
is the story of a Screamer's quest to reach the 
computer, and of his unlikely allies, a young 
man and a Valde girl. 

The Valde are the indigenous race. They 
are human, but telepathic among themselves 
and empathic to other life forms. Due to 
genetic tampering by the ancestors of the 
Screamers, there are far more women than 
men. As a result, the custom has risen of Valde 
maidens enlisting in troops which act as the 
soldiers of the various human cities. At the 
end of ten years, the survivors return to their 
homes to marry. 

Being empathic, Valde have a reverence for 
all life. They will fight in self-defense, but try 
to avoid killing at all costs, using darts or 
arrows tipped with a powerful sleep-inducing 
drug. They do kill Screamers because the 
empathic reception of the alien thoughts and 
emotions of the latter are painful to the Valde. 
They deliberately kill other people only in 
duels entered into by mutual consent. It is 
through Valde duels that disputes between 
cities are settled. 

The reluctance of Valde troopmaids to kill 
another human makes them unique comba- 
tants for MELEE/WIZARD. They will con- 
sistently avoid close combat, standing off to 
fire bows or throw darts. Except in formal 
duels, they carry no other weapons. 

Darts can be held as daggers, or thrown up 
to 12 hexes, doing 1 die - 3 points of damage. 
Troopmaids throw darts as if missile-weapons, 
with —1 to DX against targets 3 megahexes 
away, and —2 to DX against targets 4 mega- 
hexes away. When used in HtH combat, darts 
do 1 die of damage. The sleep drug will cause 
the victim to lose 4 ST per turn after a hit -at 
least 1 point damage not having been absorbed 
by armor - until unconscious. The drug itself 
will never reduce ST below 1, but unconscious 
victims may be killed by other things which 
happen. 

For purposes of most games, Valde carry 
an unlimited number of darts. They can throw 
one per turn, two if adjusted DX is 14 or high- 



er. Further, troopmaids may move up to Vi MA 
and throw darts. Anyone else can move only 
1 hex, and throws as if any other hand weapon, 
—1 DX per hexes to target. Since Valde nor- 
mally use short or horse bows only for hunting, 
they gain no special advantage in combat, 
and use them as any other MELEE figure. 

A Valde troopmaid figure should be started 
with ST, DX, IQ, and MA as if an Elf, giving 
her greater DX and MA than an average human 
male warrior but less ST. Valde do not wear 
armor. They're constantly operating empathic 
sense will allow certain advantages: 

a) Valde always have the initiative each 
turn. If teamed with non-Valde, only the Valde 
figures gain this automatic benefit. 

b) All hexes of a Valde figure are considered 
front hexes for purposes of attacker's adjusted 
DX, although the Valde only strikes into her 
true front hexes. 

c) A target can never be hidden from a 
Valde. She can ignore Invisibility, Shadow or 
Dazzle Spells to strike at normal DX proba- 
bility. 

d) Valde sense Images/Illusions aren't real. 
Any Valde disbelieves Illusions automatically 
and cannot be harmed by them. A Valde can 
inform a non-Valde figure that an Image/Illu- 
sion is not real, but cannot confer her own 
automatic disbelief. The Illusion remains 
tangible, and dangerous, to any other figure 
unless specifically disbelieved. 

Formal duels are fought in "dueltrance". 
Both participants are unaware of their surroun- 
dings; the death of the loser ends the trance. 
Each Valde is armed with two crescents. A 
handle is fixed between the points of each 
crescent, and the outer edge is sharpened. 
Crescents do 1 die plus 1 point of damage, 
in regular or HtH combat, and have no mini- 
mum ST requirement but non-Valde would 
use them at —2 DX if using one crescent and 
—4 DX if using two crescents. 

While in dueltrance, each Valde can attack 
at +2 DX and parry each turn. Thus, each 
adds 2 to DX and must roll to hit on 4 dice. 
Wounds are ignored. A formal duel will not, 
by itself, be a particularly interesting MELEE 
contest. Therefore, players using Valde troop- 
maids can allow the following: 

a) Valde may use the crescents outside of 
dueltrance. Remember their reluctance to kill; 
they would most likely use the crescents only 
against wild animals. If forced into HtH 
combat, one crescent is discarded; the other is 
used as a dagger already in hand. 

b) When armed with two crescents, Valde 
may strike with both at only —2 DX, and 
the crescents are considered to stop 1 hit as 
if a main-gauche. Non-Valde do not get the 1 
hit absorption. 

c) If armed with a crescent and another 
weapon, the crescent is treated as a main- 
gauche. (This would not be a normal situation 
for a Valde. I am presuming players may invent 
new types of adventures.) 

d) A Valde may go into dueltrance against 
a non-Valde foe. This takes one turn - treat as 
Disbelieving an Illusion. She will engage the 
foe, ignoring any other figure. She strikes 
once each turn, at plus 2 DX and automatically 




can parry so that the opponent must roll on 4 
dice. If forced into HtH combat; she drops 
one crescent, strikes at +2 (not +4), and still 
gets an automatic parry. 

e) A Valde in dueltrance who kills her 
opponent will take one turn to either end 
the trance, or shift to another foe. If engaged 
by a new foe while the original one disengages, 
it will still take one turn to shift to the new 
foe. 

f) A Valde in dueltrance ignores wounds, 
and can only be knocked over by a multi-hex 
figure executing a pushback under WIZARD 
rules. 

g) A Valde Wizard (well, someone is going 
to want to use them) cannot cast spells in 
dueltrance. She can cast spells while carrying 
crescents in both hands, and uses crescents 
or darts at normal Valde effectiveness. All 
other weapons are at the —4 DX penalty for 
wizards, and the adjustments for Flight, Fire, 
etc. apply (though, as indicated previously, 
not for Invisible, Blur, Shadow, or Dazzle). 

h) If Valde are allowed armor, they wear 
it as if they were Elf figures. 

NOTE: These rules are quite playable, 
but they make Valde very powerful. The sleep 
drug, in particular, could be weaker - maybe 
2 ST per turn. Many of the other Valde special 
abilities are very formidable. . . GMs, use 
caution unless you're deliberately setting up 
a "superhero" universe. 

Steve Jackson 



28 



THE HRRVEST 



by 

J.S. Robison 




Call it summer. There are seven seasons on 
this world . . . but now is the time of the 
Harvest. The Hive is hungry. The Hive must 
eat. 

Dun-colored Harvesters leave the Hive and 
go down into the valley to reap the crops. 
Mottled green-brown Warriors accompany them, 
then spread out, disappearing into the bush. 
Carriers stream from the Hive entrance and join 
the Harvesters in the fields. Soon the first load 
of food is on its way back to the Hive. 

Something darts out of the bush and skitters 
into the field. It is followed by another, and 
another. The nearest Harvester raises its eyes 
from its task. It sees the low-slung, armored, 
spider-like bodies of a group of Warriors, which 
look like the Hive's warriors, but are not. 
Their Mindcodes do not match those of the 
Harvester's Hive. They are from another hive. 
They are Intruders. They are the Enemy. They 
must be destroyed. 

The Harvester gives the alarm-signal, then 
returns to its work. It cannot defend itself, and 



it may be killed ... or it may survive. It does 
not matter. Only the Hive matters, for the 
Hive is everything; the individual nothing. 
The Hive is hungry, and must eat. 

Powerful Warriors dwarf the Harvesters as 
they rush through the fields to stem the tide 
of Invaders. The two sides meet at the edge of 
a field. Both pause, then sprint towards one- 
another. As soon as they are in range, they 
strike. Armored limbs lash out, and Warriors 
rend Warriors. 

Harvesters continue to toil in the fields as 
the battle rages about them. The edges of the 
conflict expand and often a Harvester is killed 
when it finds itself in the center of the fracas. 
Warrior after Warrior is sent from the Hive 
down to the valley and into combat. Losing 
a few units doesn't matter. Nothing matters ex- 
cept victory, and the food victory brings. No 
quarter is asked and none can be given. It is 
the Harvest-time, and the Hive is hungry. The 
Hive must eat. 

The struggle continues. Powerful mandibles 



crush armor, spiny limbs break joints, gore 
eyes. Neither side retreats. A Warrior is a gene- 
tically programmed hero--it cannot retreat. 
It holds its ground, or dies doing so. 

Then, suddenly as it began, the action 
ceases. All of the Intruders lie in the fields, 
dead. There are no wounded. There can be 
no wounded; a Warrior kills until it is killed. 
The remaining Warriors check the area for 
other Intruders, finding none, they return to 
their posts. There is only so much food and 
every hive wants as much as possible. There 
will be another attack, and another, and ano- 
ther. 

Now the Harvesters change their work. 
The dead bodies of friend and foe alike are 
placed indifferently on the backs of the Carriers 
instead of crops. But it does not matter. Both 
the crops and the bodies are going to the same 
place. For the Hive is hungry. And the Hive 
must eat 




ORDER CONDITIONS 

Due to the mailing weight of these Mircoture packages, 
they must be ordered subject to the following conditions: 

1.) Three Microture packages or more is the minimum 
order. Orders for only one or two Microture 
packages will be returned. 

A postage and handling fee of S1 .00 per order must 
accompany each order for Microtures. 
Subscribers to THE SPACE GAMER are exempt 
from the $1.00 postage and handling fee. 



2.) 



3.) 



SOLD BY: 

Metagaming 

P.O. BOX 15346 
AUSTIN, TX 78761 



MANUFACTURED UNDER LICENSE BY: 
MARTIAN METALS 
P.O. BOX 388 
CEDAR PARK, TX 78613 



THE FANTASY TRIP Microtures are made for 
use with Metagaming's THE FANTASY TRIP game 
system. Each package of Microtures is an assortment 
of quality metal fantasy figures. These figures are 
used to represent the heroes, heroines, fighters, 
wizards, sentients, monsters and animals from 
THE FANTASY TRIP. 

THE FANTASY TRIP Microtures are supplied 
with optional hex bases. The hex bases are com- 
patible with the facing and movement requirements 
of THE FANTASY TRIP combat system. When 
glued to the hex bases the figures are ready for 
fantasy adventure. 

Metagaming already has several games published 
in THE FANTASY TRIP series. 

THE FANTASY TRIP: MELEE S2.95 - man to 
man combat 

THE FANTASY TRIP: WIZARD S3.95 - magical 
combat 

THE FANTASY TRIP: DEATH TEST $2.95 - an 
adventure 

To be published in the near future are the 
Game Master's rule module for adventure campaigns. 

THE FANTASY TRIP: IN THE LABYRINTH 

While intended for use with THE FANTASY TRIP 
these Microtures are suitable for use with any fantasy 
game that uses figures. They are also useful, without 
bases, on terrain boards as fantasy armies. 



TFT 1 Heroes & Heroines (S2.95) 

TFT 2 Wizards (S2.95) 

TFT 3 Dwarves ($2.95) 

TFT 4 Elves ($2.95) 

TFT 5 Labyrinth Dwellers ($2.95) 

TFT 6 Ores (S2.95) 

TFT 7 Hobgoblins (S2.95) 

TFT 8 Dragon (1 Hex) (S2.95) 

TFT 9 Ores No. 2 ($2.95) 

TFT 10 Hobgoblins No. 2 ($2.95) 

TFT 11 Labyrinth Dwellers No. 2 (S2.95) 

TFT 12 Dragon (7 Hex) (S7.95) 

TFT 13 Halflings ($2.95) 

TFT 14 Trolls ($2.95) 

TFT 15 Goblins ($2.95) 

TFT 16 Dragon (4 Hex) ($4.95) 

TFT 17 Giants (S2.95) 

OGR 1 OGRE MK V (S6.95) 



30 



tetters to the Edit 




It appears that a controversy is developing 
over the question of whether or not Meta- 
gaming should do historical MicroGames. Sev- 
eral issues back you announced the upcoming 
appearance of ICE WAR, STICKS & STONES, 
and COUP, and hinted that more historically- 
oriented Micros would appear later. Since then, 
of course, the first two have been published 
(both fine games) but nothing has been heard 
of COUP. 

Several letters have appeared in THE SPACE 
GAMER denouncing your plans to go ahead 
with non-fictional subjects, the most recent 
being Robert Camino's in Issue 21. I don't 
know what your position is on this now, but 
there is evidently some opposition from your 
readership. 

I'd like to throw you a little encouragement 
to go ahead with the historical Micros. I have 
no interest in fantasy and little in science 
fiction, but I've bought several of your Micros 
and am eagerly waiting for further releases. 
Although your Micros don't deal with my 
main areas of interest, they have a tremendous 
amount of imagination put into them and, to 
me, imagination is the heart of wargaming. 
Your accompanying artwork is also generally 
very good and of course the price is so "right" 
that I can afford to dabble in some rather 
esoteric fields. 

Obviously, Mr. Camino is right when he says 
that Metagaming can't compete with SPI, 
Avalon Hill, and GDW as a publisher of histori- 
cal wargames. Size and budget limitations 
would exclude most historical topics from use 
as MicroGame subjects. Kursk or the Bulge 
reduced to corps-level scale on a Micro map 
just wouldn't be very interesting. Historical 
games would certainly be only a small sideline 
of the Micro line. Perhaps historical Micro- 
Games would only be suited to hypothetical 
or generalized tactical themes, as in ICE WAR 
and STICKS & STONES. 

In any case, I think there is a place for com- 
pact, inexpensive, and easily-learned games 
directed at the non-fantasy/SF gamer. SPI's 
Quads would be considerable appeal in yet 
smaller and handier games, and perhaps ones 
which deal with more offbeat topics. 

In any case, I'm looking forward to devel- 
opments in this area. Thank you very much 
for your attention. 

Walter Hard 
Minneapolis, MN 




Since I both designed LORDS OF THE 
MIDDLE SEA and wrote the phrase "tactical 
richness" (about which W.G. Armintrout 
chortles so often in his review), let me note 
that the complete phrase in the flyer was 
"tactical richness of play." By this, I meant to 
indicate the absence of contiguous battlelines, 
the necessity of point defense, the lack of 
ZOC's, the indeterminacy of the combat 
exchange, the reactive maneuver of supporting 
columns, etc.— a tactical feel to the play. I 
am aware that armies on a strategic map cannot 
be tactical. 

All of the Advanced Game rules are optional 
except for the Purchase Rule. This optionality 
is mentioned at several points, but I left out 
the explicit statement. I apologize to W.G.A.; 
it was not my intention to foist the Develop- 
ment of Powers rules upon him. 



I would like to encourage reviewers to be 
explicit about their likes and dislikes. We are 
eager for feedback, and well-written reviews are 
quite influential, both in revision and in crea- 
ting new projects, but sometimes they pull back 
from decisive statement: W.G. A. would like 
some work done on the Supply rule, but 
doesn't say what; similarly, Phil Kosnett 
indicates sketchiness in the STOMP! rules, 
but doesn't specify where. I'd love to evaluate 
what they mean, but all I can do is guess. 
Spell it out, guys; designers are as dumb as 
anyone else. 

Lynn Willis 
San Francisco, CA 



g-'Saff^WBft 



d SIKEQMCR 




Next time you're quaffing a few with the gaming gang at the Galactic Bar, ask who's got the latest 
SPACE GAMER. Betcha more than a few game whizzes whip out the latest issue. 

"Hot jets," they'll say, "wouldn't miss the best zine in the Orion Arm!" 

Yep, all the best gamers are in the know with THE SPACE GAMER. Those super articles, fiction, 
reviews and spaced-out art keep the hottest game jockeys on top. Star chicks just swoon when they 
see a copy. 

Be a winner! THE SPACE GAMER puts you parsecs ahead of the crowd. Every two months you get 32 
pages of 8V2 x 1 1 fun, with the best covers of any gaming zine. Those space-happy folks at Metagaming 
even give you a free game with a Terran standard year's subscription, or two free games for two years. 

To order, send $8 for one year, or $15 for two years, to: Please enter my subscription 

r — ^ for years, and send me 

/RAjpfaQiarninn the M'«°game(s) checked 

rF w J 01 I ■■■ '3 below. Enclosed is my check 

R/-»Y 1 ^*^4fi or mone y order for $ 

UUA ijjto I choose as my free game(s): 

Austin, TX 78761 

□ Ogre 

Name □ Chitin I 

D Melee 
Address □ WarpWar 

City DRive,s 

State Zip 

Back issues of The Space Gamer 15 through 22 are available 
for SI. 50 from Metagaming. 



SCIENCE FICTION 




Metagaming's MicroGames are small, fast-playing, and inexpensive. But not trivial. A MicroGame is a 
classic wargame — that you can put in your pocket and play over lunch. 

It won't take you all day to learn the rules — or all night to play. But each one is challenging — and fun. 
MORE play for LESS money? Try a MicroGame and see. 



MicroGame 1... 

DGRE 

S2.95 — $2.50 for 
The Space Gamer 
subscribers. 

The OGRE is a robotic tank --30 meters long, 
armed with nuclear weapons, incredibly tough, and 
inhumanly intelligent. This fast-moving game pits one 
Ogre against a force of "conventional" tanks, infantry 
and hovercraft in the vear 2085. It's an even match . . . 




S2.95 - S2.50 for The 
-m «-. *-, — Space Gamer subscribers. 

MicroGame 5... 

The war is over. Everyone 
is dead. But nobody told the,-/' 
machines. In RIVETS, two 
simple-minded computers 
slug it out, constantly re- 
programming their idiot 
robots to kill each other. "'5l Jt u Jf'- c Jy^ 




MicroGame 8... 

Sequel lo OGRE - a game 
of armor and infantry combat 
set in the same future. More 
complex and challenging than 
OGRE — includes larger, 
2-color terrain map. 
Fully compatible 
with OGRE. 



S3.95 — $3.50 for TSG subscribers. 



G.E.U 




MicroGame 3... 



Man-to-man combat with 

archaic weapons — from 

THE FANTASY TRIP. 

For one, two, or several 

players. You create fighters, set 

their strength and dexterity, 

choose their weapons and armor, 

and send them into the arena. 

Victors improve their skill; losers die. 

Combat humans, animals, monsters, 

elves, dwarves, or ores. ..it's up to you. 

$2.95 — $2.50 w TSG subscribers. 

MicroGame 2... 

S2.95 -S2.50for 
TSG subscribers. 

The intelligent insects of the planet Chelan go to war 
for one reason only. Food. This detailed tactical game 
pits varying forces of the specially-bred Hymenopteran 
warrior types against one another. Victory goes to the 
player who removes the most food — including enemy 
bodies — from the board. 





MicroGame 4.. 



\VMPWA* 



A game of interstellar maneuver and tactical com- 
bat. Players design their own ships — each with its 
own offensive, defensive, and movement capabilities 

and battle with a unique diceless combat system. To 
win, you must outguess your opponent by anticipating 
his tactics. $2.95 — $2.50 for TSG subscribers. 




Please send me the following games. I have enclosed full payment: $3.95 for each G.E.V. (S3. 50 lor The Space 
Gamer subscribers) and $2.95 for each other game ($2.50 for TSG subscribers). plusSOe for postage. 

If you're not already subscribing to The Space Gamer. Metagaming's magazine for'the science fiction and 
fantasy game fan. why not do it now? Starting immediately — and for as long as you subscribe — you'll get 
discount prices on all Vletagaming products. And TSG brings you game articles, variants, fiction, and more! 

Subscribe today. One year (6 issues) costs $8. Two years (12 issues) costs $15. 

OGRE CHITIN:I MELEE WarpWar RIVETS G.E.V. 

Name Address Stare Zip 



Send to: 

<Qetagaming 

Box 15346 
Austin, TX 78761